This example is a bit interesting to me. First of: I assume you agree that one of the GMs tasks in more dynamic play (not map and key), is to figure out things that complicates what the player characters try to acheive? In order to do so the GM need to have an idea about what the characters try...
How about the stronghold location described here?
I think this example is interesting. I didn't see it much discussed when it first came up. An important observation is that this rule is not player facing. Question is if this had been a player facing rule; would this be problematic, or would...
My reading on the situation was that they know Daggerheart is in the wind right now. They know they cannot really compete for media attention in that environement, and that they are hence waiting for the physical release for their PR-push.
Some observations based on my first impression skimming the pdfs.
Draw steel seem to have significantly more focus on battlefield positioning. Also the heroic resource management seem important for all classes - there isn't a similar theme for all classes in PF2.
At first glance it seem less...
I already regret bringing up the topic on a forum like this, as I realise I am likely among those here knowing least about the topic. I had mainly in mind early "career" as potrayed in recent movies. That portrayed Bruce as relatively timid, going to some lenghts to prevent the hulk getting out...
"Look, there's some weird runes over there. We've been stuck down in the dungeon for a while, maybe those runes can give us a clue to the way out!"
Just seem to me like a more aproperiate and incentivised play than
"Look, there's some weird runes there! I am really curious what they say, so I...
How do you know?
How do you know?
Yes, and the argument is that this mechanical resolution step is designed so that just playing your character become a bit more tricky than in certain other mecanical resolution schemes. That both in terms of required player input, and related incentive...
This is an exelent expansion of what I mean when I wrote "a causal relationship between character hope and meaning of runes". I said just the same thing, just shorter - as I believed the content of all the extra words you add here should be evident from the context.
Because that is an action declaration that prompts the GM to narrate something? (More spesifically more information about the temple in question, assuming the trip there is event-less)
No. Temple is preestablished. It is "the Temple", not "a Temple" after all.
(And whether this Temple was...
It is sort of neccessary to absract. The playstyle involve that there are no euclidean spatial concerns going on. Think of colossal caves' "YOU ARE IN A MAZE OF TWISTY LITTLE PASSAGES"
That is it is essentially run as a point crawl, with only interesting spots (to be created on the fly) and...
How is the epistemic state in terms of the posibility regarding the posibility of the runes revealing something positive that isn't a map? How is the epistemic state in terms of the posibility that trying to read would yield absolutely no result beyond the character not being able to read them...
Agreed.
Ah, I am sorry. I was refering to my watered down example from this this post:
This was meant to limit the example to just declaring the action of going to the temple without specifying the intent (and in potentially a completely different context). This in order to show how a prompt...
Oh, was that the logical connection to you were claimed to not make? That cannot be right? That seem completely illogical to me? After all that contradicts logically with the well known premise that characters cannot decide the meaning of the runes?
I actually do not manage to parse that...
I guess you have boiled it a bit too much down if you have lost the important differences in the situations we are talking about. You seem to be proposing the structure is: player prompt (1) -> decission point (2) -> potential addition to fiction (3). The structure as presented here is indeed...
This helped me realise: The "quantum ogre" and the "quantum runes" are both players "deciding" something. In the first case they don't know that they are deciding it, and this is said to be a problem. In the second case they know they are deciding it, and this is said to be a problem. Looking at...