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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="Ovinomancer" data-source="post: 8594422" data-attributes="member: 16814"><p>I think consensus resolution is anathema to skilled play and I don't think fixed end have much to say about it.</p><p></p><p>I very much agree with your post above and the idea that Skilled Play can coexist with SN play. Bring aware of and leveraging system in pursuit of protagonism works fine. It's when the goal shifts from protagonism to a more Gamist goal that issues arise. </p><p></p><p>That scene for Mister involved trying to sneak a bomb into an enemy hideout to crack open the defense for an assault. This was successful -' Mister had infliltrated as a delivery worker and planted and primed the bomb. However, it turned out that there we</p><p>as an innocent in the hideout, being held there as hostage. This out pressure on Mister's background as an ex-guerilla in the Skovland resistance which he left in part because he no longer wished to be part of a losing fight that primarily killed innocents. So Mister made a choice, secured the hostage and set of the bomb using himself as a shield for the hostage. This succeeded with complication, and the resist roll ended up stressing Mister out of the score and earning his first team's, reckless. Up until that point, Mister had been a more careful planner, but surviving the explosion changed him. Much later Mister picked up Cold a a trauma and wouldn't have even thought twice about leaving the hostage behind. </p><p></p><p>All through this play, I fronted Mister's protagonism, but also made sure that he had the right PC build tools to enable it and used resources and system to best portray his dramatic needs. We all did in that game. Aligning play to protagonism can be 100% skilled.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8594422, member: 16814"] I think consensus resolution is anathema to skilled play and I don't think fixed end have much to say about it. I very much agree with your post above and the idea that Skilled Play can coexist with SN play. Bring aware of and leveraging system in pursuit of protagonism works fine. It's when the goal shifts from protagonism to a more Gamist goal that issues arise. That scene for Mister involved trying to sneak a bomb into an enemy hideout to crack open the defense for an assault. This was successful -' Mister had infliltrated as a delivery worker and planted and primed the bomb. However, it turned out that there we as an innocent in the hideout, being held there as hostage. This out pressure on Mister's background as an ex-guerilla in the Skovland resistance which he left in part because he no longer wished to be part of a losing fight that primarily killed innocents. So Mister made a choice, secured the hostage and set of the bomb using himself as a shield for the hostage. This succeeded with complication, and the resist roll ended up stressing Mister out of the score and earning his first team's, reckless. Up until that point, Mister had been a more careful planner, but surviving the explosion changed him. Much later Mister picked up Cold a a trauma and wouldn't have even thought twice about leaving the hostage behind. All through this play, I fronted Mister's protagonism, but also made sure that he had the right PC build tools to enable it and used resources and system to best portray his dramatic needs. We all did in that game. Aligning play to protagonism can be 100% skilled. [/QUOTE]
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At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now
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