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    Generative resolution

    I don't know Sorcerer as well as I should: what happens when Aedhros's hand goes to the hilt of his knife?
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    Generative resolution

    @thefutilist That most recent post sets things out very clearly. I'm trying to think about some of my play through that lens. I think that my Prince Valiant play has little (off the top of my head, none - but that probably isn't right) generative resolution. Generally the conflict, if there is...
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    Let's talk about "plot", "story", and "play to find out."

    I tend to agree - the "boatload" suggets a lot of prescripting events, and maybe also a monopoly on backstory. I think this depends on the system, and other stuff too. I've run plenty of games where I didn't prep, and plenty of those have been plenty of fun.
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    Let's talk about "plot", "story", and "play to find out."

    I haven't played or GMed BitD. But it seems to me that, if a player wants to roll Prowl to reflect their PC taking a sneaky strike in the midst of an ongoing melee, that should increase the risk - like, Risky to Desperate? (If I've got the terminology right.)
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    Let's talk about "plot", "story", and "play to find out."

    My take away from this is that, for the skill list to work, (i) the table has to care about the difference between getting in close and fight-y with the bluecoats, and bowling them all over by wildly swinging your hammer, and (ii) the GM has to make the effort to have these things play out...
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    Let's talk about "plot", "story", and "play to find out."

    This made a lot of sense to me! I can't really credit that the way players debate and discuss among one another and work out their action declarations is "organic" in D&D but is "writers' room" in BitD.
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    Let's talk about "plot", "story", and "play to find out."

    By "internal consistency", you seem to mean something like "has a uniformity of trope and tone". Not a property of the fiction from the fiction's perspective, but of the fiction from an audience's perspective. You also seem to be assuming that RPGing involves "an (or the) adventure". The whole...
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    Let's talk about "plot", "story", and "play to find out."

    I'll accept that the games I mentioned - In A Wicked Age, Wuthering Heights, and Cthulhu Dark - are pretty niche. But I've never read Wuthering Heights (or any Bronte novel - I'm better read in non-fiction than fiction! And thus am one of those who reads the reviews rather than the works). To...
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    Let's talk about "plot", "story", and "play to find out."

    In A Wicked Age; Wuthering Heights' Cthulhu Dark (at least as I've played it). Sorry, I couldn't help myself . . .
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    Let's talk about "plot", "story", and "play to find out."

    I follow the rules of the game I'm playing. For instance, 4e D&D connects treasure parcels to levels. So when I was GMing 4e D&D, as the PCs accrued XP on their way to their next level, I would introduce treasure - most often in the form of gifts or "power ups" rather than loot - in accordance...
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    Let's talk about "plot", "story", and "play to find out."

    Huh? How did your claim about the comparison of running a session to a lesson-plan like outline suddenly turn into a licence to make fun of me for my "privilege"? If you're trying to resolve a campaign before someone moves away, or whatever, sure, maybe that's different. Is that every session...
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    Let's talk about "plot", "story", and "play to find out."

    Speaking just for myself, if my RPGing produces stories that are comparable to B-movies, or to second-tier late-70s Marvel Comics, I'm pretty happy! Even low-grade commercial entertainment has generally been produced by people who compose stories for a living; me and my group are a bunch of...
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    What Do You Think Of As "Modern TTRPG Mechanics"?

    I get that. My point is that the inventory management aspect, which takes up time and focus at the table, means there is quite a bit of time and focus at the table that is not about "story".
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    What Do You Think Of As "Modern TTRPG Mechanics"?

    I don't disagree with you about the mechanics, and some of their emergent consequences. But I think I do disagree a bit about how much this produces story. The main RPG I've played (GMed) recently is Torchbearer 2e. It certainly ticks your first box (gp aren't XP, but there are other features...
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    What Do You Think Of As "Modern TTRPG Mechanics"?

    Yeah, I haven't been following all of this rules/no rules discussion, but the idea that we're not rolling the dice, so we're not following any rules is odd to me. It's not as if, in those moments of play, the players suddenly start describing what they see as they look down the dungeon corridor...
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    What Do You Think Of As "Modern TTRPG Mechanics"?

    I'm just spit-balling here, but maybe we could even come up with some labels for these different things. Like maybe the first could be labelled "neo-trad" (especially if the Bob's player has a lot of say over the scene content) or "high concept sim" (if it's the GM who has a lot of say over the...
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    What Do You Think Of As "Modern TTRPG Mechanics"?

    Yes. I've been saying this a lot - most recently in multiple posts across two threads; but on these boards for 15+ years! Trying to make sense of the game play that Gygax describes in his rulebooks through the lens of story is, in my view, somewhere between misleading and hopeless. That...
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    Let's talk about "plot", "story", and "play to find out."

    I only have a very general sense of Daggerheart, know Honey Heist by name and that's it, and have heard of Crash Pandas for the first time in your post. I am familiar with one type of prepared set-up for play that avoids railroading but is likely to produce a good story-type experience in an...
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    Ironsworn Actual Play

    The multiple layers of resilience reminds me a bit of Agon 2e. Though the Ironsworn systems is more intricate, I think. I haven't tried to calculate the probabilities of the resolution system. But just yesterday I was reading this from Vincent Baker, about different ways of setting up a PbtA...
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    Let's talk about "plot", "story", and "play to find out."

    Again, I don't know what you mean by "story focused mechanic". The games that @Neonchameleon and I were talking about were Burning Wheel and Apocalypse World. What are examples from those games of story focused mechanics?
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