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<blockquote data-quote="Pedantic" data-source="post: 8929628" data-attributes="member: 6690965"><p>I honestly do not understand how these things are different. They're just a different set of actions players can declare. I could just as easily announce I'm casting Rope Trick, to create a fallack point in reaction to serving a sinister sarcophagus we're about to open. The mechanical reasoning is precisely the same, the tool is just different.</p><p></p><p>This seems to be a lot about when a call to a game mechanic is made for resolution? Or more specifically, to dice. I'd probably be looking at weights and encumbrances in your tapestry example, to see what a PC can lift/drag, it's a mechanic that generally doesn't require a roll to resolve. I'm partial to a treasure parcel structure for inventory management that separates goods by container, or in the car of large bulky things like a bundled up tapestry, they take up an entire slot a container could fit in.</p><p></p><p>I don't see this distinction you're drawing between engaging with the fiction and making function calls to mechanics. You're talking about a system that seems to route more actions through fewer mechanics, which is fine, but I generally expect players to interact with the fiction by making function calls to whatever actions they want to declare, then we run that action and reevaluate the fiction.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8929628, member: 6690965"] I honestly do not understand how these things are different. They're just a different set of actions players can declare. I could just as easily announce I'm casting Rope Trick, to create a fallack point in reaction to serving a sinister sarcophagus we're about to open. The mechanical reasoning is precisely the same, the tool is just different. This seems to be a lot about when a call to a game mechanic is made for resolution? Or more specifically, to dice. I'd probably be looking at weights and encumbrances in your tapestry example, to see what a PC can lift/drag, it's a mechanic that generally doesn't require a roll to resolve. I'm partial to a treasure parcel structure for inventory management that separates goods by container, or in the car of large bulky things like a bundled up tapestry, they take up an entire slot a container could fit in. I don't see this distinction you're drawing between engaging with the fiction and making function calls to mechanics. You're talking about a system that seems to route more actions through fewer mechanics, which is fine, but I generally expect players to interact with the fiction by making function calls to whatever actions they want to declare, then we run that action and reevaluate the fiction. [/QUOTE]
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