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Bring Back Verisimilitude, add in More Excitement!
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<blockquote data-quote="nnms" data-source="post: 5777986" data-attributes="member: 83293"><p>Right. And that's why I'm talking about how the narrative calls up the resolution mechanic and it gets used. It's not all process. It's a process to set up a point where the result is unknown/contested and then the system resolves it. The payoff of resolution is part of the enjoyment. It's especially potent when the people at the table have large stakes in the outcome and can fall flat when it is irrelevant to the people at the table.</p><p> </p><p></p><p></p><p>I'm not arguing for a "just model the process the character goes through, and it will all work great!" I'm describing the procedures of play that are used in traditional play in incredibly general terms, and that is one specific method that fits as a possible expression of those procedures.</p><p></p><p>How something is described, the ways another participant can describe their character's interaction with the described element, the use of resolution mechanics to determine the result and the interpretation of those results back into the shared fiction can very widely.</p><p></p><p>These techniques can also be used for purposes other than simulationism. There's actually a lot of this type of approach in Dogs In the Vineyard, for example, and the goal of that game is thematic exploration and Story Now! But it still shares the same general description, interaction, resolution circuit as its base structure. And even during its compound system references, they all contain mandatory interpretive narrations of the results at every step of the way.</p><p></p><p>If you think I'm talking about anything more specific than a general approach to play that has been present in RPGs for over 40 years, you're reading things into what I am saying.</p><p></p><p>Instead, try to imagine what variables must be available within the framework I'm talking about such that it does describe the general procedures of play of most RPGs out there. If it doesn't then you're adding in ideas about extreme focus on process from the character's 1st person perspective that I am not.</p><p></p><p>You asked what the people who were asking for more of a simulation approach wanted. I told you. So don't then take what I say and make it line up with your ideas about 1st person immersion process play which you think I <em>really mean</em>. That type of play is just one of many, many ways you can arrange the variables involved in this very general description of the procedures common to many, many traditional RPGs.</p></blockquote><p></p>
[QUOTE="nnms, post: 5777986, member: 83293"] Right. And that's why I'm talking about how the narrative calls up the resolution mechanic and it gets used. It's not all process. It's a process to set up a point where the result is unknown/contested and then the system resolves it. The payoff of resolution is part of the enjoyment. It's especially potent when the people at the table have large stakes in the outcome and can fall flat when it is irrelevant to the people at the table. I'm not arguing for a "just model the process the character goes through, and it will all work great!" I'm describing the procedures of play that are used in traditional play in incredibly general terms, and that is one specific method that fits as a possible expression of those procedures. How something is described, the ways another participant can describe their character's interaction with the described element, the use of resolution mechanics to determine the result and the interpretation of those results back into the shared fiction can very widely. These techniques can also be used for purposes other than simulationism. There's actually a lot of this type of approach in Dogs In the Vineyard, for example, and the goal of that game is thematic exploration and Story Now! But it still shares the same general description, interaction, resolution circuit as its base structure. And even during its compound system references, they all contain mandatory interpretive narrations of the results at every step of the way. If you think I'm talking about anything more specific than a general approach to play that has been present in RPGs for over 40 years, you're reading things into what I am saying. Instead, try to imagine what variables must be available within the framework I'm talking about such that it does describe the general procedures of play of most RPGs out there. If it doesn't then you're adding in ideas about extreme focus on process from the character's 1st person perspective that I am not. You asked what the people who were asking for more of a simulation approach wanted. I told you. So don't then take what I say and make it line up with your ideas about 1st person immersion process play which you think I [I]really mean[/I]. That type of play is just one of many, many ways you can arrange the variables involved in this very general description of the procedures common to many, many traditional RPGs. [/QUOTE]
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