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At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now
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<blockquote data-quote="pemerton" data-source="post: 8590409" data-attributes="member: 42582"><p>Is you homebrew system in the neighbourhood of something like Stars Without Number?</p><p></p><p>When I think of purist for system RPGs, I think that the core is that <em>system</em> reliably answers questions of <em>what happened?</em> without the need for a lot of ad hoc participant intervention. (GM-decides is obviously a system in one sense of that world, but can't count as one in the context of purism-for-system.)</p><p></p><p>What counts as the <em>what</em>, though, can be pretty varied. Contrast RQ's "what happened when I hit them with a spear?" to Traveller's "what do we see when we jump 2 hexes into the next sector?"</p><p></p><p>Most systems requires some ad hoc intervention at some points - eg Classic Traveller has mechanics to determine patron encounters, but the referee still has to decide what the task is that the patron wants undertaken. And it also encourages the GM to make up special worlds as well as using the mechanical system of world generation. In RQ, the GM has to make a lot of decisions about scene-framing, immediate backstory, etc.</p><p></p><p>Those intervention points are often where the opportunity arises to drift away from right-to-dream play, if some other agenda informs the decision-making.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8590409, member: 42582"] Is you homebrew system in the neighbourhood of something like Stars Without Number? When I think of purist for system RPGs, I think that the core is that [i]system[/i] reliably answers questions of [i]what happened?[/i] without the need for a lot of ad hoc participant intervention. (GM-decides is obviously a system in one sense of that world, but can't count as one in the context of purism-for-system.) What counts as the [i]what[/i], though, can be pretty varied. Contrast RQ's "what happened when I hit them with a spear?" to Traveller's "what do we see when we jump 2 hexes into the next sector?" Most systems requires some ad hoc intervention at some points - eg Classic Traveller has mechanics to determine patron encounters, but the referee still has to decide what the task is that the patron wants undertaken. And it also encourages the GM to make up special worlds as well as using the mechanical system of world generation. In RQ, the GM has to make a lot of decisions about scene-framing, immediate backstory, etc. Those intervention points are often where the opportunity arises to drift away from right-to-dream play, if some other agenda informs the decision-making. [/QUOTE]
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