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<blockquote data-quote="Emberashh" data-source="post: 9239882" data-attributes="member: 7040941"><p>I would say this is where the issue lies, but not in regards to TTRPGs specifically, but in an error in the framework. </p><p></p><p>The player should be considered as positioned inbetween the Dynamics and the Aesthetics. </p><p></p><p>The player is fundamentally always interacting with the games Dynamics, regardless of whatever aesthetic experience they're having. Ergo, aesthetics should lie somewhere beyond the player in the framework. (After all, two people could have very different emotions when playing with, say, a Durability mechanic)</p><p></p><p>It doesn't strictly make a difference in anything MDA is saying, but it does make it a bit more intuitive and easy to understand, particularly as a universal game framework rather than something specific to only some game types. </p><p></p><p>And as far as needing to understand the mechanics, thats a given in all games. Dynamics, per MDA, are things that only emerge as a result of those mechanics being applied through play. </p><p></p><p>Eg, a sniper rifle and a prone position are both mechanics, but the idea of camping as a strategy is a dynamic. </p><p></p><p>Dynamics in rpgs are going to be the difference in combat systems between an indepth tactics game and a narrative distillation down to a single dice roll, and anything inbetween. Likewise for other "Pillars", if you will. In social interactions, this could be a difference between improv roleplaying or a convoluted system of rollplay. </p><p></p><p>The underlying mechanics across these could all be pretty similar (and often are given the ubiquity of dice) if not identical, but that then, per MDA, combines with the Content of the game when it comes to what dynamics are created. </p><p></p><p>Eg, there's a substantial difference in dynamic when a 1d20 roll is positioned as the quality of your Action, as we might see in the typical d20 game, and when a fixed number is positioned as the quality of the Action, while the 1d20 roll is posied as how well you responded to the difficulty, as it is in my system. (Eg, your Action would take say the +30 you have for lockpicking, but your 1d20 roll is still the difference between flubbing an especially tricky lock and expertly picking it. You only fail if the Lock truly exceeds your base capability of +30 <em>and</em> if your 1d20 roll doesn't make up the difference)</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9239882, member: 7040941"] I would say this is where the issue lies, but not in regards to TTRPGs specifically, but in an error in the framework. The player should be considered as positioned inbetween the Dynamics and the Aesthetics. The player is fundamentally always interacting with the games Dynamics, regardless of whatever aesthetic experience they're having. Ergo, aesthetics should lie somewhere beyond the player in the framework. (After all, two people could have very different emotions when playing with, say, a Durability mechanic) It doesn't strictly make a difference in anything MDA is saying, but it does make it a bit more intuitive and easy to understand, particularly as a universal game framework rather than something specific to only some game types. And as far as needing to understand the mechanics, thats a given in all games. Dynamics, per MDA, are things that only emerge as a result of those mechanics being applied through play. Eg, a sniper rifle and a prone position are both mechanics, but the idea of camping as a strategy is a dynamic. Dynamics in rpgs are going to be the difference in combat systems between an indepth tactics game and a narrative distillation down to a single dice roll, and anything inbetween. Likewise for other "Pillars", if you will. In social interactions, this could be a difference between improv roleplaying or a convoluted system of rollplay. The underlying mechanics across these could all be pretty similar (and often are given the ubiquity of dice) if not identical, but that then, per MDA, combines with the Content of the game when it comes to what dynamics are created. Eg, there's a substantial difference in dynamic when a 1d20 roll is positioned as the quality of your Action, as we might see in the typical d20 game, and when a fixed number is positioned as the quality of the Action, while the 1d20 roll is posied as how well you responded to the difficulty, as it is in my system. (Eg, your Action would take say the +30 you have for lockpicking, but your 1d20 roll is still the difference between flubbing an especially tricky lock and expertly picking it. You only fail if the Lock truly exceeds your base capability of +30 [I]and[/I] if your 1d20 roll doesn't make up the difference) [/QUOTE]
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