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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="pemerton" data-source="post: 8271263" data-attributes="member: 42582"><p>I'm not sure what you mean by "social and narrative" teeth. If the GM is free to choose whatever s/he thinks fits the narrative, where are the teeth? I mean of course the GM's choice will bite on the players - if the GM chooses to have the guard who spots the infiltrating PC to ask for a bribe, that is a different outcome from if the GM chooses to have that guard sound the alarm - but the point (that I intended, and that I took [USER=16814]@Ovinomancer[/USER] and probably also [USER=22779]@Hussar[/USER] to be making) is that how the heist unfolds now just turns on the GM's decision making. The game engine itself is really not bringing anything to the table - even its apparatus of Stealth proficiency and ability checks isn't doing anything but providing a prompt for the GM to decide what to have the guard do.</p><p></p><p></p><p>I don't feel the force of this claim at all. If I'm playing a game, or even a scenario, in which my PC is trying to pull of a heist then the main pressure point for fairness (I think) is what the GM has the guards do. If we've got to the point of combat it's already all over! - whether my PC escapes or is captured may make little difference beyond adding some colour and a bit of framing to my post-failed-heist situation.</p><p></p><p></p><p>And I find this claim a bit of a red herring. There are many RPGs in which the mechanical process of resolution has teeth but there are few moving parts. PbtA games provide one example. Prince Valiant provides another.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8271263, member: 42582"] I'm not sure what you mean by "social and narrative" teeth. If the GM is free to choose whatever s/he thinks fits the narrative, where are the teeth? I mean of course the GM's choice will bite on the players - if the GM chooses to have the guard who spots the infiltrating PC to ask for a bribe, that is a different outcome from if the GM chooses to have that guard sound the alarm - but the point (that I intended, and that I took [USER=16814]@Ovinomancer[/USER] and probably also [USER=22779]@Hussar[/USER] to be making) is that how the heist unfolds now just turns on the GM's decision making. The game engine itself is really not bringing anything to the table - even its apparatus of Stealth proficiency and ability checks isn't doing anything but providing a prompt for the GM to decide what to have the guard do. I don't feel the force of this claim at all. If I'm playing a game, or even a scenario, in which my PC is trying to pull of a heist then the main pressure point for fairness (I think) is what the GM has the guards do. If we've got to the point of combat it's already all over! - whether my PC escapes or is captured may make little difference beyond adding some colour and a bit of framing to my post-failed-heist situation. And I find this claim a bit of a red herring. There are many RPGs in which the mechanical process of resolution has teeth but there are few moving parts. PbtA games provide one example. Prince Valiant provides another. [/QUOTE]
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