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General Tabletop Discussion
*TTRPGs General
At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8589592" data-attributes="member: 82106"><p>I think when the structure is so absolute, and frames everything in that way it isn't 'force' in any reasonable sense. It is more "this is the structure of the game, what it is meant to do." I mean, there wasn't really, in the actual scenario I'm describing, a sense of fighting against this ultimate doom. It isn't like the PCs could 'try different things' that they 'hoped' would fix it, but the GM just fiated that they would all fail. The end was both inevitable and foreseeable, and it was plain to all what would happen (not to say there wasn't at least one player who elected to have their character refuse to accept the truth, that was obviously their call). </p><p></p><p>So, I would say that the overall circumstance of that game diverged from 'Zero Myth' (just the nature of the setting being a reasonably limited environment already kind of did that anyway) quite heavily, it was in fact rather quite the opposite. IMHO this created a situation where the Story was everything, it was ALL ABOUT what the PCs went through, NOTHING else. While the game had mechanics (it was run using Traveler as I recall, probably mostly because back in those days there were not a ton of other options for relatively light systems with a good Sci-Fi theme) it was purely about character and thus story. It might even be more 'Character Now' than anything else. Nowadays I might use a different system, though maybe not. Frankly mechanical outcomes weren't generally a big focus.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8589592, member: 82106"] I think when the structure is so absolute, and frames everything in that way it isn't 'force' in any reasonable sense. It is more "this is the structure of the game, what it is meant to do." I mean, there wasn't really, in the actual scenario I'm describing, a sense of fighting against this ultimate doom. It isn't like the PCs could 'try different things' that they 'hoped' would fix it, but the GM just fiated that they would all fail. The end was both inevitable and foreseeable, and it was plain to all what would happen (not to say there wasn't at least one player who elected to have their character refuse to accept the truth, that was obviously their call). So, I would say that the overall circumstance of that game diverged from 'Zero Myth' (just the nature of the setting being a reasonably limited environment already kind of did that anyway) quite heavily, it was in fact rather quite the opposite. IMHO this created a situation where the Story was everything, it was ALL ABOUT what the PCs went through, NOTHING else. While the game had mechanics (it was run using Traveler as I recall, probably mostly because back in those days there were not a ton of other options for relatively light systems with a good Sci-Fi theme) it was purely about character and thus story. It might even be more 'Character Now' than anything else. Nowadays I might use a different system, though maybe not. Frankly mechanical outcomes weren't generally a big focus. [/QUOTE]
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At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now
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