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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="hawkeyefan" data-source="post: 7598606" data-attributes="member: 6785785"><p>I agree with you here. And I also want to point out that in both games, it is certainly possible that the question of load or encumbrance or carrying capacity may not come up in a given session/adventure. I have found that Blades and the way it works makes the choice of gear a more meaningful decision overall, but there have been several instances where a character never even came close to hitting their max load with items they needed. Sometimes, all they've had to do is mark off a weapon and the Score was completed with nothing more on their part. </p><p></p><p></p><p></p><p></p><p>Planning beforehand ticks a box of doing things in a sequential order, which corresponds to real life. But I don't know if that means "more boxes". The Blades system ticks the "character knowledge" box for me, which seems more real or authentic to me because I am not a criminal nor would I know what to pack to break into the Dimmer Sisters' mansion to steal an artifact. </p><p></p><p>So, because we can't really apply some objective number of realism boxes to these systems, then it actually becomes a matter of play focus. Some participants may enjoy planning a lot. Others may prefer to get to the action.</p><p></p><p></p><p></p><p>I'm not sure I understand this example....I could just be misreading.....I don't see swapping one weapon type out for one that would be more effective against an expected enemy to be problematic. Either method we're discussing would allow for this. Blades has the option for certain playbooks/classes to carry ammunition that is effective against ghosts, but it costs an inventory slot to have that ammo be available. </p><p></p><p></p><p></p><p>I can't answer for [MENTION=6972053]Numidius[/MENTION], but my take on what was meant was that this sounds like a case of a player making a choice, rather than the character making a choice. Sure, there is some overlap in what the character would know and what the player would know.....but if you think about who would make a more informed opinion about what to bring on a mission, I think it's clear that it would be the character. </p><p></p><p>So a game that lacks some way to evoke or emulate the character deciding, then it feels very much like a player making a decision....and therefore, seems like a game.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7598606, member: 6785785"] I agree with you here. And I also want to point out that in both games, it is certainly possible that the question of load or encumbrance or carrying capacity may not come up in a given session/adventure. I have found that Blades and the way it works makes the choice of gear a more meaningful decision overall, but there have been several instances where a character never even came close to hitting their max load with items they needed. Sometimes, all they've had to do is mark off a weapon and the Score was completed with nothing more on their part. Planning beforehand ticks a box of doing things in a sequential order, which corresponds to real life. But I don't know if that means "more boxes". The Blades system ticks the "character knowledge" box for me, which seems more real or authentic to me because I am not a criminal nor would I know what to pack to break into the Dimmer Sisters' mansion to steal an artifact. So, because we can't really apply some objective number of realism boxes to these systems, then it actually becomes a matter of play focus. Some participants may enjoy planning a lot. Others may prefer to get to the action. I'm not sure I understand this example....I could just be misreading.....I don't see swapping one weapon type out for one that would be more effective against an expected enemy to be problematic. Either method we're discussing would allow for this. Blades has the option for certain playbooks/classes to carry ammunition that is effective against ghosts, but it costs an inventory slot to have that ammo be available. I can't answer for [MENTION=6972053]Numidius[/MENTION], but my take on what was meant was that this sounds like a case of a player making a choice, rather than the character making a choice. Sure, there is some overlap in what the character would know and what the player would know.....but if you think about who would make a more informed opinion about what to bring on a mission, I think it's clear that it would be the character. So a game that lacks some way to evoke or emulate the character deciding, then it feels very much like a player making a decision....and therefore, seems like a game. [/QUOTE]
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