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<blockquote data-quote="pemerton" data-source="post: 8289302" data-attributes="member: 42582"><p>I don't really understand any of this.</p><p></p><p>I don't know what you mean by <em>codifying how players and GMs interact with the narrative space of the game by way of rules</em>. I mean, I can read the words, but in their natural language meaning D&D is full of such rules: eg a player says <em>I sneak up behind the guard and knock her unconscious with my sap</em>. That is an interaction with the "narrative space" of the game and it is chock-full of rules: rules for sneaking, rules for hitting people with saps, rules for damage, perhaps rules for condition infliction depending on further details (eg is the PC a battlemaster fighter spending superiority/manoeuvre dice?).</p><p></p><p>Or a player, whose PC is in despair, declares <em>I raise my hands to the heavens and beseech the gods for aid!</em> That is an interaction with the "narrative space" of the game is likewise is chock-full of rules: rules for being a cleric or other class with access to "divine" magic; the cleric class rules for divine intervention; perhaps the rules for skill checks in the domain of religious knowledge; perhaps the rules for skill checks in the domain of persuasion (is this an attempt to persuade a god?).</p><p></p><p>PbtA and Fate are such different mechanical systems that I don't know what you have in mind in lumping them together. I'll leave Fate to [USER=5142]@Aldarc[/USER] as I only know it a bit by reading Fate Core and have never played it. But Apocalypse World and Dungeon World certainly don't have any more rules to govern the above action declarations than D&D does!</p></blockquote><p></p>
[QUOTE="pemerton, post: 8289302, member: 42582"] I don't really understand any of this. I don't know what you mean by [I]codifying how players and GMs interact with the narrative space of the game by way of rules[/I]. I mean, I can read the words, but in their natural language meaning D&D is full of such rules: eg a player says [I]I sneak up behind the guard and knock her unconscious with my sap[/I]. That is an interaction with the "narrative space" of the game and it is chock-full of rules: rules for sneaking, rules for hitting people with saps, rules for damage, perhaps rules for condition infliction depending on further details (eg is the PC a battlemaster fighter spending superiority/manoeuvre dice?). Or a player, whose PC is in despair, declares [I]I raise my hands to the heavens and beseech the gods for aid![/I] That is an interaction with the "narrative space" of the game is likewise is chock-full of rules: rules for being a cleric or other class with access to "divine" magic; the cleric class rules for divine intervention; perhaps the rules for skill checks in the domain of religious knowledge; perhaps the rules for skill checks in the domain of persuasion (is this an attempt to persuade a god?). PbtA and Fate are such different mechanical systems that I don't know what you have in mind in lumping them together. I'll leave Fate to [USER=5142]@Aldarc[/USER] as I only know it a bit by reading Fate Core and have never played it. But Apocalypse World and Dungeon World certainly don't have any more rules to govern the above action declarations than D&D does! [/QUOTE]
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