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Bridging the cognitive gap between how the game rules work and what they tell us about the setting
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9271373" data-attributes="member: 82106"><p>Yeah, but you run into a lot of the same issues that exist with other 'long list' skill systems at some point. That is, looking at the WSG list, what motivates making 'Plant Lore' relevant, as opposed to say 'Foraging'? If you look, for instance, at the 4e skill list, it just has 'Nature'. The GM is entirely in charge of the AD&D fiction, and it is unlikely that the details of specific plants and whatnot in a given random location in the wilderness has been predetermined. So which skill out of Forage, Plant Lore, Animal Lore, Hunting, and maybe even a couple others is going to cover a certain type of situation is pretty arbitrary, as the GM can simply describe things appropriately. So, how is all of those existing an improvement over 'Nature'? Or an improvement over simply a WIS or INT check? I never thought it was all that compelling...</p><p></p><p>And note that Dungeon World, as an example, has NO 'skill system' at all. You can forage for food, presumably that covers the 'Quartermaster' aspect of Perilous Journey. More specific Hunt/Forage isn't a specific move, but I don't see why you can't handle these sorts of things, as Provisions are a thing. So, if the party starts to run low, the Ranger calls a halt for a day and hunts. There's a whole supplement, Perilous Wilds IIRC that includes some specific options to flesh this out, but the GM can easily invent a Custom Move to cover it, or just fall back on 'Defy Danger' +WIS.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9271373, member: 82106"] Yeah, but you run into a lot of the same issues that exist with other 'long list' skill systems at some point. That is, looking at the WSG list, what motivates making 'Plant Lore' relevant, as opposed to say 'Foraging'? If you look, for instance, at the 4e skill list, it just has 'Nature'. The GM is entirely in charge of the AD&D fiction, and it is unlikely that the details of specific plants and whatnot in a given random location in the wilderness has been predetermined. So which skill out of Forage, Plant Lore, Animal Lore, Hunting, and maybe even a couple others is going to cover a certain type of situation is pretty arbitrary, as the GM can simply describe things appropriately. So, how is all of those existing an improvement over 'Nature'? Or an improvement over simply a WIS or INT check? I never thought it was all that compelling... And note that Dungeon World, as an example, has NO 'skill system' at all. You can forage for food, presumably that covers the 'Quartermaster' aspect of Perilous Journey. More specific Hunt/Forage isn't a specific move, but I don't see why you can't handle these sorts of things, as Provisions are a thing. So, if the party starts to run low, the Ranger calls a halt for a day and hunts. There's a whole supplement, Perilous Wilds IIRC that includes some specific options to flesh this out, but the GM can easily invent a Custom Move to cover it, or just fall back on 'Defy Danger' +WIS. [/QUOTE]
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Bridging the cognitive gap between how the game rules work and what they tell us about the setting
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