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Boundaries of "drifting"
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<blockquote data-quote="Manbearcat" data-source="post: 6204096" data-attributes="member: 6696971"><p>Hey @<a href="http://www.enworld.org/forum/member.php?1210-the-Jester" target="_blank"><strong>the Jester</strong></a> and @<a href="http://www.enworld.org/forum/member.php?40398-Tequila-Sunrise" target="_blank"><strong>Tequila Sunrise</strong></a>. How about this thought experiment:</p><p></p><p>Dark-Sun was mentioned. Consider a <em>system </em>premised upon low fantasy, aftermath. The marriage of system mechanics and tight, thematic content from the setting is meant to produce a table experience of the fantasy version of Mad Max. Themes such as survival of the fittest are central. System components such as punitive resource depletion create a tension between heroism and hopeless desperation. Hard choices are made regularly. Further, the default agenda (and architecture of the system) is that players neither have the means to, nor are the expected to, move out of 1st person perspective (actor stance).</p><p></p><p>Now, take those fundamentals and consider the implementation of (i) a metagame resource scheme that allows the players to affect setting (trading GM-offered complications for plot tokens that can be cashed in for assets/resources/complications for enemies/establishment of helpful backstory).</p><p></p><p>Or, instead, take those fundamentals and consider (ii) the movement from the above genre conceits to, say, gonzo high fantasy (while the elements of the system that permeate play which work to engender the genre conceits mentioned above still present).</p><p></p><p>What problems, if any, do you imagine might arise? Would they be considerable enough for you to consider not doing either i or ii?</p><p></p><p>As to why I think drift is relevant? Well, that is a very long post and I mostly just wanted to see what people generally thought at large. If it needs to be applied to a present issue, then I think its very relevant to D&D and the big tent approach of 5e. In effect, that effort is to create a generic enough chassis with modular elements that affect wide "drift-capacity" (genre and creative agenda; pawn stance wargamers, 2e storytellers, gritty process simulators, high fantasy narrative players, and more) and cast a vast net. Their hope is that the modules don't either, in and of themselves, fundamentally cross the "drift-boundary" nor as a product of multiple modules interacting with one another (so as to sow dysfunction in play due to discordant system elements or genre conceits interfacing with one another).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6204096, member: 6696971"] Hey @[URL="http://www.enworld.org/forum/member.php?1210-the-Jester"][B]the Jester[/B][/URL] and @[URL="http://www.enworld.org/forum/member.php?40398-Tequila-Sunrise"][B]Tequila Sunrise[/B][/URL]. How about this thought experiment: Dark-Sun was mentioned. Consider a [I]system [/I]premised upon low fantasy, aftermath. The marriage of system mechanics and tight, thematic content from the setting is meant to produce a table experience of the fantasy version of Mad Max. Themes such as survival of the fittest are central. System components such as punitive resource depletion create a tension between heroism and hopeless desperation. Hard choices are made regularly. Further, the default agenda (and architecture of the system) is that players neither have the means to, nor are the expected to, move out of 1st person perspective (actor stance). Now, take those fundamentals and consider the implementation of (i) a metagame resource scheme that allows the players to affect setting (trading GM-offered complications for plot tokens that can be cashed in for assets/resources/complications for enemies/establishment of helpful backstory). Or, instead, take those fundamentals and consider (ii) the movement from the above genre conceits to, say, gonzo high fantasy (while the elements of the system that permeate play which work to engender the genre conceits mentioned above still present). What problems, if any, do you imagine might arise? Would they be considerable enough for you to consider not doing either i or ii? As to why I think drift is relevant? Well, that is a very long post and I mostly just wanted to see what people generally thought at large. If it needs to be applied to a present issue, then I think its very relevant to D&D and the big tent approach of 5e. In effect, that effort is to create a generic enough chassis with modular elements that affect wide "drift-capacity" (genre and creative agenda; pawn stance wargamers, 2e storytellers, gritty process simulators, high fantasy narrative players, and more) and cast a vast net. Their hope is that the modules don't either, in and of themselves, fundamentally cross the "drift-boundary" nor as a product of multiple modules interacting with one another (so as to sow dysfunction in play due to discordant system elements or genre conceits interfacing with one another). [/QUOTE]
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