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Chess is not an RPG: The Illusion of Game Balance
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<blockquote data-quote="Janx" data-source="post: 6413750" data-attributes="member: 8835"><p>I suspect key communciation issues are happening. Hussar sticking to "It's a story!" and H&W's "It's CodeBreaking!" isn't functionally useful or so broad that nobody gets it.</p><p></p><p>My experience with RPGs is that a GM gives you situational or environmental information and as a player, you tell him what the response of your character is to that. The options a player has are constrained to what his character in the game can do (skills, gear, etc). The player can't choose to disintegrate the wall, if he doesn't have the ability.</p><p></p><p>The player is always reacting/responding to the most recent described game state. I say always, because the GM effectively speaks first. he describes the campaign world, says where your PC starts the game. A player can't jump in and say "I attack the goblin on the left and then gather my army to conquer The Shire!" before the GM ever speaks because he doesn't know if there Shire even exists in this campaign or whether there's any goblins nearby.</p><p></p><p>I'm certain a story can come out of that, I certainly run my games that way.</p><p>I'm certain there's a bit of simulation going on, though how "realistic" is a matter of chosen ruleset</p><p>I'm certain there's code-breaking going on when I put in clues and such that the players need to realize exist and interpret them.</p><p></p><p>But it's not any one absolute. Choosing to attack the goblin on the left isn't a story. It's not breaking a code, it's just common response to a stimulus or threat. It's probably more simulation during that point in the game as we use rules to resolve how a fight ends, instead of going into the back yard with real weapons.</p><p></p><p>There's probably RPGs that give players some "Narrative Control" to make story things happen "I play my Long Lost Nemesis card on the orc, making him the guy who's behind all the kidnappings." This sort of overrides the traditional GM role in deciding stuff like that. I don't know what games specifically do stuff like this, but it's definitely a change from the simplistic "Respond to Game State" process that I described as common to RPGs I've seen.</p></blockquote><p></p>
[QUOTE="Janx, post: 6413750, member: 8835"] I suspect key communciation issues are happening. Hussar sticking to "It's a story!" and H&W's "It's CodeBreaking!" isn't functionally useful or so broad that nobody gets it. My experience with RPGs is that a GM gives you situational or environmental information and as a player, you tell him what the response of your character is to that. The options a player has are constrained to what his character in the game can do (skills, gear, etc). The player can't choose to disintegrate the wall, if he doesn't have the ability. The player is always reacting/responding to the most recent described game state. I say always, because the GM effectively speaks first. he describes the campaign world, says where your PC starts the game. A player can't jump in and say "I attack the goblin on the left and then gather my army to conquer The Shire!" before the GM ever speaks because he doesn't know if there Shire even exists in this campaign or whether there's any goblins nearby. I'm certain a story can come out of that, I certainly run my games that way. I'm certain there's a bit of simulation going on, though how "realistic" is a matter of chosen ruleset I'm certain there's code-breaking going on when I put in clues and such that the players need to realize exist and interpret them. But it's not any one absolute. Choosing to attack the goblin on the left isn't a story. It's not breaking a code, it's just common response to a stimulus or threat. It's probably more simulation during that point in the game as we use rules to resolve how a fight ends, instead of going into the back yard with real weapons. There's probably RPGs that give players some "Narrative Control" to make story things happen "I play my Long Lost Nemesis card on the orc, making him the guy who's behind all the kidnappings." This sort of overrides the traditional GM role in deciding stuff like that. I don't know what games specifically do stuff like this, but it's definitely a change from the simplistic "Respond to Game State" process that I described as common to RPGs I've seen. [/QUOTE]
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