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Allow the Long Rest Recharge to Honor Skilled Play or Disallow it to Ensure a Memorable Story
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<blockquote data-quote="clearstream" data-source="post: 8286613" data-attributes="member: 71699"><p>What layer do you think I was talking about?</p><p></p><p></p><p>Ah, I see. This is perhaps an unfortunate misunderstanding. Typically, if someone says "No, that dress is not exclusively red, it is also stitched with sequins" the implication is that the dress is "red" AND "stitched with sequins". Otherwise they would say that the dress is not red at all.</p><p></p><p>Bringing things back, is there any boardgame component to Skilled Play? Does boardgamey stuff matter at all, or is it discounted completely? Isn't B/X quite boardgamey? Weren't those tight mechanics something you earlier said were important or useful for Skilled Play?</p><p> </p><p></p><p>If one has not made up ones mind already, then Skilled Play at this point is still feeling very slippery. As soon as I try to pin it down, it morphs into something else. Is it this? I ask? "Oh ho", is the answer - "that and more" - and then later, "but not really <em>that</em> at all, it was quite a different that, that I was referring to".</p><p></p><p>Could I just get an honest definition? At the gears and levers, nuts and bolts layer. What are the parts? So far, I think you and others have listed the following (and I put these solely to strawman)</p><ol> <li data-xf-list-type="ol">Written rules, concretely the sort printed in Moldvay Basic</li> <li data-xf-list-type="ol">Game mechanics arising from said rules</li> <li data-xf-list-type="ol">Prepared maps</li> <li data-xf-list-type="ol">Prepared traps</li> <li data-xf-list-type="ol">Prepared monsters</li> <li data-xf-list-type="ol">Perhaps ad-hoc versions of the above?</li> <li data-xf-list-type="ol">Fiction</li> <li data-xf-list-type="ol">Imagined space</li> <li data-xf-list-type="ol">Granular engagement by players with the fiction or imagined space (although as "language" is verboten, I don't know how this works at a nuts and bolts, gears and levers layer)</li> <li data-xf-list-type="ol">Some mode of play - terms of the magic circle - comprising principles such as<ol> <li data-xf-list-type="ol">Do not skip grains of engagement with the fiction or imagined space through use of game mechanics</li> </ol></li> <li data-xf-list-type="ol">Some mode of DMing - terms of the magic circle - comprising principles such as<ol> <li data-xf-list-type="ol">Framing, who might control it and how</li> </ol></li> <li data-xf-list-type="ol">Other (including deletions or revisions)</li> </ol><p>I suspect that 10.1 is fundamental, although I am having trouble pinning anyone down on it. No one seems willing to commit to it or revise it to show what their commitments really are.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8286613, member: 71699"] What layer do you think I was talking about? Ah, I see. This is perhaps an unfortunate misunderstanding. Typically, if someone says "No, that dress is not exclusively red, it is also stitched with sequins" the implication is that the dress is "red" AND "stitched with sequins". Otherwise they would say that the dress is not red at all. Bringing things back, is there any boardgame component to Skilled Play? Does boardgamey stuff matter at all, or is it discounted completely? Isn't B/X quite boardgamey? Weren't those tight mechanics something you earlier said were important or useful for Skilled Play? If one has not made up ones mind already, then Skilled Play at this point is still feeling very slippery. As soon as I try to pin it down, it morphs into something else. Is it this? I ask? "Oh ho", is the answer - "that and more" - and then later, "but not really [I]that[/I] at all, it was quite a different that, that I was referring to". Could I just get an honest definition? At the gears and levers, nuts and bolts layer. What are the parts? So far, I think you and others have listed the following (and I put these solely to strawman) [LIST=1] [*]Written rules, concretely the sort printed in Moldvay Basic [*]Game mechanics arising from said rules [*]Prepared maps [*]Prepared traps [*]Prepared monsters [*]Perhaps ad-hoc versions of the above? [*]Fiction [*]Imagined space [*]Granular engagement by players with the fiction or imagined space (although as "language" is verboten, I don't know how this works at a nuts and bolts, gears and levers layer) [*]Some mode of play - terms of the magic circle - comprising principles such as [LIST=1] [*]Do not skip grains of engagement with the fiction or imagined space through use of game mechanics [/LIST] [*]Some mode of DMing - terms of the magic circle - comprising principles such as [LIST=1] [*]Framing, who might control it and how [/LIST] [*]Other (including deletions or revisions) [/LIST] I suspect that 10.1 is fundamental, although I am having trouble pinning anyone down on it. No one seems willing to commit to it or revise it to show what their commitments really are. [/QUOTE]
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Allow the Long Rest Recharge to Honor Skilled Play or Disallow it to Ensure a Memorable Story
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