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Consequence and Reward in RPGs
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<blockquote data-quote="Ratskinner" data-source="post: 7718193" data-attributes="member: 6688937"><p>I do tend to ramble.</p><p></p><p></p><p></p><p></p><p>I've come to appreciate that kind of speed in a game as well. People worry about how long it takes to resolve things...but I see my group spending far more time planning things that they really shouldn't have time to do. (Although the difference between Real Life and having a GM tell you stuff must be allowed for.)</p><p></p><p></p><p></p><p></p><p>Its weird to me how the same "alignment argument" which actually just boil down to "are racist ideas <em>real</em> in this fictional world" are still happening. My group just had one a year or two ago...with players who have been playing for decades, no less. IMO, it sorta shows up the fundamental problem with idea of absolute/objective morality.</p><p></p><p></p><p></p><p>Yup. HP ::shakes fist:: Make it an accounting game. Trying to play TotM doesn't really help any, IME. I'd like to see a system (for story-first gaming) where players look at a fight and decide what resources to devote, the GM puts some kind of risk or challenge dice into play...roll accordingly, and the mechanics kick out "things that happened" during the fight (or phase of the fight). Make it swift and move along. Maybe you could even do something like the end of Fiasco where you narrate what the die represents as you dispose of it.</p><p></p><p></p><p></p><p>I think so. </p><p></p><p>Imagine a monster defined by something like tags in DW, instead of a tag like <em>messy</em> we have a list of "bad stuff" that the system kicks out on a trigger. The GM would only be "on the spot" for all that when homebrewing something new. </p><p></p><p>Harder, perhaps for social situations</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7718193, member: 6688937"] I do tend to ramble. I've come to appreciate that kind of speed in a game as well. People worry about how long it takes to resolve things...but I see my group spending far more time planning things that they really shouldn't have time to do. (Although the difference between Real Life and having a GM tell you stuff must be allowed for.) Its weird to me how the same "alignment argument" which actually just boil down to "are racist ideas [I]real[/I] in this fictional world" are still happening. My group just had one a year or two ago...with players who have been playing for decades, no less. IMO, it sorta shows up the fundamental problem with idea of absolute/objective morality. Yup. HP ::shakes fist:: Make it an accounting game. Trying to play TotM doesn't really help any, IME. I'd like to see a system (for story-first gaming) where players look at a fight and decide what resources to devote, the GM puts some kind of risk or challenge dice into play...roll accordingly, and the mechanics kick out "things that happened" during the fight (or phase of the fight). Make it swift and move along. Maybe you could even do something like the end of Fiasco where you narrate what the die represents as you dispose of it. I think so. Imagine a monster defined by something like tags in DW, instead of a tag like [I]messy[/I] we have a list of "bad stuff" that the system kicks out on a trigger. The GM would only be "on the spot" for all that when homebrewing something new. Harder, perhaps for social situations [/QUOTE]
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