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    Let's talk about "plot", "story", and "play to find out."

    My personal preferences shape at least some of what I post (see, eg, references to Burning Wheel and Prince Valiant). But I try to do more than just express my preferences. To me, posts are interesting when they (i) contain analysis, explanation, etc, or (ii) contain illuminating/interesting...
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    Let's talk about "plot", "story", and "play to find out."

    The fighter in my game was mostly using a polearm, and was based around reach, forced movement, and multi-/area attacks - so Come and Get It was just of a piece with his Passing Attack, Footwork Lure, etc - he was constantly in motion, wrong-footing his opponents, etc. CaGI didn't raise any...
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    Distinct Game Modes: Combat vs Social vs Exploration etc...

    I think my approach - especially for party play like 4e D&D - is heavily influenced by Claremont X-Men.
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    Let's talk about "plot", "story", and "play to find out."

    When I'm reflecting on RPGing, I find it helpful to distinguish between mere colour/flavour, and fiction that actually matters to the play of the game. Eg in dungeon-crawling D&D, the colour of the NPC's trousers normally is mere colour; whereas the location of the door in the wall, or the...
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    Distinct Game Modes: Combat vs Social vs Exploration etc...

    Absolutely! This is true in Torchbearer also. I'd say that it not only feels robust, but is robust.
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    Distinct Game Modes: Combat vs Social vs Exploration etc...

    You probably won't be shocked that I'm going to put in a good word for Burning Wheel here: generally it uses binary success/failure on the roll; but by distinguishing intent and task, and emphasising that failure means failure of intent, it allows for similar sorts of consequences as does a...
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    Let's talk about "plot", "story", and "play to find out."

    Or do you . . . .? For me, one of the more striking things about some talk of immersion is that people are not talking about a psychological experience - that is, how they feel during play - but rather are talking directly about the "logical" structure of play, independently of any psychological...
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    Distinct Game Modes: Combat vs Social vs Exploration etc...

    For my part, I don't play with the goal of creating great dialogue (though if it occurs, I have no objection to it). But I do want this: Gripping and exciting scenes, including social scenes, are something I do want in my RPGing.
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    Distinct Game Modes: Combat vs Social vs Exploration etc...

    Which is basically the opposite of organic!
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    Distinct Game Modes: Combat vs Social vs Exploration etc...

    I'm not an actor, and no one whom I play with is a thespian, voice actor or other sort of performer. But social resolution mechanics have reliably produced strong social scenes. And the more robust mechanics of more "modern" games have done so better: the Rolemaster influence and interaction...
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    Distinct Game Modes: Combat vs Social vs Exploration etc...

    Yeah, the suggestion that the damage/hit point systems is just an afterthought - that beating a Pit Fiend in combat is just a modest mechanical variant on climbing a cliff - is pretty odd.
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    Let's talk about "plot", "story", and "play to find out."

    I've never played BitD, and don't know it super-well, but thought I'd have a look at what the rules say about clocks: Progress Clocks | Blades in the Dark RPG This seems like it's relevant to the current conversation: Remember that a clock tracks progress. It reflects the fictional situation...
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    Distinct Game Modes: Combat vs Social vs Exploration etc...

    Rolling a d20 for success/fail, and rolling a d20 to see whether I get to roll damage to ablate an opponent's hit points, are not the same resolution mode. Suppose that the swim from an island to shore, through a raging storm, is DC 20. The 15th level PC with 20 STR and Athletics training has a...
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    Let's talk about "plot", "story", and "play to find out."

    Here's a simple example: In Burning Wheel and Torchbearer 2e, if the consequence for a character is death, but the player of that character has a Persona point, then the player can spend the point and declare "I have the will to live". And then the PC doesn't die: rather, they survive but...
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    Let's talk about "plot", "story", and "play to find out."

    I find D&D combat too limiting of my agency. The GM keeps telling me, "the Orc deftly stabs in under your shield and . . " and I'm all like "Hang on, how come I'm not allowed to move my shield down to block their blow?"
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    Generative resolution

    I don't know if it helps at all to frame it as an ethical rather than moral choice (using "ethical" in the sense of pertaining to the living of a good life, as opposed to "moral" in the sense of satisfying the duties one owes to others). And so with the example of Keeler and the young sentry...
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    Generative resolution

    I've read, and re-read, that example. Rising conflict across a moral line: as you say, the ugly choice isn't about the player's priorities for the character, but the GM's priorities for prompting the player to reveal the truth about Keeler - ie she's a ruthless killer. Presumably a permissible...
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    Generative resolution

    Is the conflict trigger the connected part, or the connecting part? That is, the bridge between set-up and consequence. Let me spell out your elaboration of Harper's example: MC: OK, so you sneak into the garage but there's Plover right there, about to notice you any second now. What do you...
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    D&D 5E (2024) Bonus Action Conversion

    I've always found it a bit strange that the differentiation between classes would be found in the mechanics of action economy and resource recovery, rather than in what a character of that class can actually do. When I read someone saying that they'd rather be rid of bonus actions, I don't think...
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