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A Question Of Agency?
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<blockquote data-quote="Manbearcat" data-source="post: 8154633" data-attributes="member: 6696971"><p>In my experience of playing CRPGs/games that feature dice/card games (from Hold 'em to MtG), "RNG" is invoked when the player-base feels that the "input > output" maths aren't elegant/functional, are arbitrarily swingy, and therefore drown out the signal of skill/deft play.</p><p></p><p>I think in some games, the epithet of "RNG" is warranted. But I'm certain that is not a prominent feature of the games being invoked in this thread (even 5e with Advantage/Disadvantage...which is trivially still the swingiest game of all the games discussed in this thread).</p><p></p><p>Each game's basic play loop is going to be subtly different. And in that process, whatever Fortune Resolution mechanic (roll 1d20 + modifier vs target number, gather and roll dice pool and take best vs spread of possible results, etc) is involved in the game will have its variability muted to whatever degree.</p><p></p><p>For Blades:</p><p></p><p>Step 1: Player proposes fiction and states goal.</p><p>Step 2: Say yes? No? Roll the dice.</p><p>Step 3: Player chooses Action Rating.</p><p>Step 4: Discuss Position and Effect based on circumstances and Factors.</p><p>Step 5: Trade Position for Effect and vice versa?</p><p>Step 6: Discuss possible fallout/Consequences.</p><p>Step 7: Set Up? Push? Assistance? Teamwork? Group Action? Devil's Bargain? Flashback? </p><p>Step 8: From Step 3 and Step 7 gather dice pool. Roll and consult results relative to Position and Effect.</p><p>Step 9: Less than 6? Consequence?</p><p>Step 10: Anyone Protect(ing) PC from Consequence? Resistance Roll to mitigate Consequence?</p><p>Step 11: Mark Stress/Harm/Heat/Coin/Trauma/Clock Ticks/Rep.</p><p>Step 12: Reframe situation according to gains and consequences and with respect to the gamestate of the Score.</p><p></p><p>Repeat.</p><p></p><p>[HR][/HR]</p><p></p><p>Unsurprisingly, 4e Skill Challenges have a huge amount of overlap with the above.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8154633, member: 6696971"] In my experience of playing CRPGs/games that feature dice/card games (from Hold 'em to MtG), "RNG" is invoked when the player-base feels that the "input > output" maths aren't elegant/functional, are arbitrarily swingy, and therefore drown out the signal of skill/deft play. I think in some games, the epithet of "RNG" is warranted. But I'm certain that is not a prominent feature of the games being invoked in this thread (even 5e with Advantage/Disadvantage...which is trivially still the swingiest game of all the games discussed in this thread). Each game's basic play loop is going to be subtly different. And in that process, whatever Fortune Resolution mechanic (roll 1d20 + modifier vs target number, gather and roll dice pool and take best vs spread of possible results, etc) is involved in the game will have its variability muted to whatever degree. For Blades: Step 1: Player proposes fiction and states goal. Step 2: Say yes? No? Roll the dice. Step 3: Player chooses Action Rating. Step 4: Discuss Position and Effect based on circumstances and Factors. Step 5: Trade Position for Effect and vice versa? Step 6: Discuss possible fallout/Consequences. Step 7: Set Up? Push? Assistance? Teamwork? Group Action? Devil's Bargain? Flashback? Step 8: From Step 3 and Step 7 gather dice pool. Roll and consult results relative to Position and Effect. Step 9: Less than 6? Consequence? Step 10: Anyone Protect(ing) PC from Consequence? Resistance Roll to mitigate Consequence? Step 11: Mark Stress/Harm/Heat/Coin/Trauma/Clock Ticks/Rep. Step 12: Reframe situation according to gains and consequences and with respect to the gamestate of the Score. Repeat. [HR][/HR] Unsurprisingly, 4e Skill Challenges have a huge amount of overlap with the above. [/QUOTE]
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