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<blockquote data-quote="pemerton" data-source="post: 9246416" data-attributes="member: 42582"><p>To me, this seems quite closely related to my points made just upthread in replying to @FrogReaver.That is, that more fundamental than PC build or action resolution <em>mechanics</em> are the principles and expectations that govern (i) how PCs are created <em>as elements - fictions - within the shared setting - a broader fiction</em>, and (ii) how the GM draws on that setting to establish <em>situations in the fiction that confront the PCs</em>, and (iii) how the GM establishes <em>consequences</em>, in the fiction, that flow from what the players have their PCs do.</p><p></p><p>Some combinations of principle and expectation support "trad" play (eg strong GM control over setting and consequences; an expectation that players are to fit their PCs into the GM's "world" and to have little expectation as to how their PCs will unfold and what happens to them).</p><p></p><p>Some will support "neotrad" play (eg strong player control over PC backgrounds and expected trajectories, which the GM is expected to have regard to when it comes to framing and consequences).</p><p></p><p>Some will support "story now" play (eg strong player control over introducing <em>things to care about in a value-laden or thematic sense</em> in the build of their PCs, with an expectation that the GM will put the players' feet to the fire in respect of those things, both in how they frame situations and how they establish consequences for failure).</p><p></p><p>None of this is to say that mechanics don't matter. Some mechanics suit some principles and expectations better than do others. The point is about what is primary vs what is secondary.</p><p></p><p>I think this is also what [USER=82106]@AbdulAlhazred[/USER] is pointing towards when saying that it is important to identify aims/agenda/goals of play.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9246416, member: 42582"] To me, this seems quite closely related to my points made just upthread in replying to @FrogReaver.That is, that more fundamental than PC build or action resolution [I]mechanics[/I] are the principles and expectations that govern (i) how PCs are created [I]as elements - fictions - within the shared setting - a broader fiction[/I], and (ii) how the GM draws on that setting to establish [I]situations in the fiction that confront the PCs[/I], and (iii) how the GM establishes [I]consequences[/I], in the fiction, that flow from what the players have their PCs do. Some combinations of principle and expectation support "trad" play (eg strong GM control over setting and consequences; an expectation that players are to fit their PCs into the GM's "world" and to have little expectation as to how their PCs will unfold and what happens to them). Some will support "neotrad" play (eg strong player control over PC backgrounds and expected trajectories, which the GM is expected to have regard to when it comes to framing and consequences). Some will support "story now" play (eg strong player control over introducing [I]things to care about in a value-laden or thematic sense[/I] in the build of their PCs, with an expectation that the GM will put the players' feet to the fire in respect of those things, both in how they frame situations and how they establish consequences for failure). None of this is to say that mechanics don't matter. Some mechanics suit some principles and expectations better than do others. The point is about what is primary vs what is secondary. I think this is also what [USER=82106]@AbdulAlhazred[/USER] is pointing towards when saying that it is important to identify aims/agenda/goals of play. [/QUOTE]
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