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A Question Of Agency?
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<blockquote data-quote="Ovinomancer" data-source="post: 8151566" data-attributes="member: 16814"><p>This is, again, confused because it shows you don't know how the game works. The player choosing the action means they can choose how the consequences of the action are structured and also modify the chance of success. If you decide, for instance, to pilfer the painting by just ripping it from the wall, that's probably a Wreck action, and the consequences are going to be related to that -- causing enough noise to alert nearby guards, destroying the item you're trying to recover, etc. A Wreck action will not cause the painting to become haunter -- the choice to make the check about Attuning did that. So, as you should now see, the choice of action used has lots of impact in determining both how the failure consequences will follow and how many dice you might be rolling to start with.</p><p></p><p>Close enough.</p><p></p><p>The current fiction and the action/intent stated. These default to Risky/Standard and there needs to be a reason to move them. Those reasons are entirely within the fiction of the moment and the action chosen.</p><p></p><p>I'm legit flummoxed, here, and I think it's because you're using some definition of meaningful that I'm not understanding. I mean, the word important is right there, are important things not meaningful, and, if so, what do you consider meaningful if important things aren't?</p><p></p><p>There are comparisons, sure -- that's been a large focus of the thread. What you're doing isn't comparing, though, it's trying to say, by fiat, that this thing is like that thing, so no difference, when there is, in fact, a difference.</p><p></p><p>I run both, there are lots of parallels, just not in the way you're trying to assert, at least so far. You might get lucky, soon. Honestly, the paradigms of play -- where they focus, how they operate, what's important to them -- are different, so any parallel you draw is like to be flawed, at best.</p><p></p><p>Oh, right, I forgot that's not something you do. I believe you've told me, at least once, that it's my responsibility to repeat things to you rather than yours to go back and look yourself.</p><p></p><p>Such a strange statement. Why would you think the fictional elements would have no bearing on anything else? Blades is the most elegantly and tightly connected game I've seen. Everything feeds every other part of the game. Scores feed into the faction game which feed into the next score. Scores feed into downtime which feeds entanglements which feeds the faction game which feeds the next score. If a thing is important, then, by definition, it's not independent of everything else. It's a thing of beauty.</p><p></p><p>However, unless you want to play the specific genre that Blades evokes, that beautiful design doesn't really help much. Precisely crafted things are not generally multi-purpose. This is, in fact, one of the strengths of D&D -- by being so loosely built it has a broader base of use.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8151566, member: 16814"] This is, again, confused because it shows you don't know how the game works. The player choosing the action means they can choose how the consequences of the action are structured and also modify the chance of success. If you decide, for instance, to pilfer the painting by just ripping it from the wall, that's probably a Wreck action, and the consequences are going to be related to that -- causing enough noise to alert nearby guards, destroying the item you're trying to recover, etc. A Wreck action will not cause the painting to become haunter -- the choice to make the check about Attuning did that. So, as you should now see, the choice of action used has lots of impact in determining both how the failure consequences will follow and how many dice you might be rolling to start with. Close enough. The current fiction and the action/intent stated. These default to Risky/Standard and there needs to be a reason to move them. Those reasons are entirely within the fiction of the moment and the action chosen. I'm legit flummoxed, here, and I think it's because you're using some definition of meaningful that I'm not understanding. I mean, the word important is right there, are important things not meaningful, and, if so, what do you consider meaningful if important things aren't? There are comparisons, sure -- that's been a large focus of the thread. What you're doing isn't comparing, though, it's trying to say, by fiat, that this thing is like that thing, so no difference, when there is, in fact, a difference. I run both, there are lots of parallels, just not in the way you're trying to assert, at least so far. You might get lucky, soon. Honestly, the paradigms of play -- where they focus, how they operate, what's important to them -- are different, so any parallel you draw is like to be flawed, at best. Oh, right, I forgot that's not something you do. I believe you've told me, at least once, that it's my responsibility to repeat things to you rather than yours to go back and look yourself. Such a strange statement. Why would you think the fictional elements would have no bearing on anything else? Blades is the most elegantly and tightly connected game I've seen. Everything feeds every other part of the game. Scores feed into the faction game which feed into the next score. Scores feed into downtime which feeds entanglements which feeds the faction game which feeds the next score. If a thing is important, then, by definition, it's not independent of everything else. It's a thing of beauty. However, unless you want to play the specific genre that Blades evokes, that beautiful design doesn't really help much. Precisely crafted things are not generally multi-purpose. This is, in fact, one of the strengths of D&D -- by being so loosely built it has a broader base of use. [/QUOTE]
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