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<blockquote data-quote="Neonchameleon" data-source="post: 5328269" data-attributes="member: 87792"><p>Oh, I view Dogs in the Vineyard as a damn good RPG. This doesn't mean that it isn't almost as mechanically disassociated as it is physically possible for a RPG to be. In fact it is my test case to demonstrate that disassociated mechanics do not mean that a RPG is bad.</p><p></p><p>My objection isn't to DiTV. It's to people who use disassociated mechanics as a criticism and then claim it applies to 4e.</p><p></p><p>And P1BACK, the size of the fallout dice is just a four point scale. That DiTV says to narrate it rather than provide it as open information would be akin to Monopoly telling you to name every street you drive through rather than simply state the number on the dice and move that many squares. It is simply mandatory obfuscation as far as the mechanical design is concerned. Although it is more important if you also escalate downwards.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5328269, member: 87792"] Oh, I view Dogs in the Vineyard as a damn good RPG. This doesn't mean that it isn't almost as mechanically disassociated as it is physically possible for a RPG to be. In fact it is my test case to demonstrate that disassociated mechanics do not mean that a RPG is bad. My objection isn't to DiTV. It's to people who use disassociated mechanics as a criticism and then claim it applies to 4e. And P1BACK, the size of the fallout dice is just a four point scale. That DiTV says to narrate it rather than provide it as open information would be akin to Monopoly telling you to name every street you drive through rather than simply state the number on the dice and move that many squares. It is simply mandatory obfuscation as far as the mechanical design is concerned. Although it is more important if you also escalate downwards. [/QUOTE]
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