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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="Ovinomancer" data-source="post: 8269290" data-attributes="member: 16814"><p>Clocks are easier to port, but these also have a lot of complexity that can be lost in a port. The function of clocks in Blades is as a player-facing tool to foreshadow danger or put a contest tracker up. Players need to be able to imteract with the clocks and take actions against them. It's not just a time marker. You can use it like that, but then you haven't really imported anything but a form.</p><p></p><p></p><p>So, the thing here is interesting and it happens to conflict with the GM centered nature of play. Presumably, you'll have largely prepped the heist location, obstacles and threats therein, and the goals. The players then need to find out what these are, make a plan, and execute the plan successfully. This is very dependent on the GM -- how free a given GM is with allowing information gathering, how free a GM is with accomodaying planning steps, and how freely the GM adjudicates the results. These are all going to be highly idiosyncratic, so it's very difficult to provide support under this schema of simulationism and heavy GM authority.</p><p></p><p>It's telling that both of the most explaned methods for dealing with heists in 5e ([USER=6704184]@doctorbadwolf[/USER], [USER=67296]@Laurefindel[/USER]) both add new player-side plot coupons style mechanics and run very loosely in an ad-lib manner. Not knocking either of these approaches at all, just pointing them out as both stepping away from a hard-coded GM prep schema where the heist is more like a puzzle to solve.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8269290, member: 16814"] Clocks are easier to port, but these also have a lot of complexity that can be lost in a port. The function of clocks in Blades is as a player-facing tool to foreshadow danger or put a contest tracker up. Players need to be able to imteract with the clocks and take actions against them. It's not just a time marker. You can use it like that, but then you haven't really imported anything but a form. So, the thing here is interesting and it happens to conflict with the GM centered nature of play. Presumably, you'll have largely prepped the heist location, obstacles and threats therein, and the goals. The players then need to find out what these are, make a plan, and execute the plan successfully. This is very dependent on the GM -- how free a given GM is with allowing information gathering, how free a GM is with accomodaying planning steps, and how freely the GM adjudicates the results. These are all going to be highly idiosyncratic, so it's very difficult to provide support under this schema of simulationism and heavy GM authority. It's telling that both of the most explaned methods for dealing with heists in 5e ([USER=6704184]@doctorbadwolf[/USER], [USER=67296]@Laurefindel[/USER]) both add new player-side plot coupons style mechanics and run very loosely in an ad-lib manner. Not knocking either of these approaches at all, just pointing them out as both stepping away from a hard-coded GM prep schema where the heist is more like a puzzle to solve. [/QUOTE]
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