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<blockquote data-quote="Pedantic" data-source="post: 8930950" data-attributes="member: 6690965"><p>To be fair, my gripe in that last line was a lot less to do with PbtA and similar systems a lot more to do with "Very Easy, Easy, Medium, Hard, Very Hard" and "a level 16 challenge," instead of actual DCs that list the effect one gets if you achieve them.</p><p></p><p>I am not confused about the structure of PbtA games. I'm proposing that the loop they present isn't fundamental to playing a TTRPG, and that you could (and I would contend, it would be good to do so) design an RPG where you would apply the exact same modes of thought you bring to a board game.</p><p></p><p>This is why I started in bringing in questions of agency and gameplay earlier. What is the decision I can make there that is better than some other decision? What action should I be declaring that will increase my odds of success at whatever my actual goal is (say, lighting a signal beacon on top of that mountain) and minimize my chances of failure? Can I, given the moves in that game, chart a course of action that will leave my goal achieved, my character less hurt, and present the least new complications before I go declare my next goal, and can some other player mess it up horribly by making the same choices poorly, given the same character to work with? Better, can they do so without making any obviously, comically bad decisions, and can another player, given the same character, make a compelling argument for a different series of choices than the ones I made as a better line of play?</p><p></p><p>Generally speaking, I'm suspicious of any mechanic that asks me to declare my intent, because that sounds exactly like the system is going to now try and subvert it. That might just be my established board gaming suspicion talking, where you're either playing against a game state that can't use that information, or an opponent who will use it against you.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8930950, member: 6690965"] To be fair, my gripe in that last line was a lot less to do with PbtA and similar systems a lot more to do with "Very Easy, Easy, Medium, Hard, Very Hard" and "a level 16 challenge," instead of actual DCs that list the effect one gets if you achieve them. I am not confused about the structure of PbtA games. I'm proposing that the loop they present isn't fundamental to playing a TTRPG, and that you could (and I would contend, it would be good to do so) design an RPG where you would apply the exact same modes of thought you bring to a board game. This is why I started in bringing in questions of agency and gameplay earlier. What is the decision I can make there that is better than some other decision? What action should I be declaring that will increase my odds of success at whatever my actual goal is (say, lighting a signal beacon on top of that mountain) and minimize my chances of failure? Can I, given the moves in that game, chart a course of action that will leave my goal achieved, my character less hurt, and present the least new complications before I go declare my next goal, and can some other player mess it up horribly by making the same choices poorly, given the same character to work with? Better, can they do so without making any obviously, comically bad decisions, and can another player, given the same character, make a compelling argument for a different series of choices than the ones I made as a better line of play? Generally speaking, I'm suspicious of any mechanic that asks me to declare my intent, because that sounds exactly like the system is going to now try and subvert it. That might just be my established board gaming suspicion talking, where you're either playing against a game state that can't use that information, or an opponent who will use it against you. [/QUOTE]
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