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<blockquote data-quote="Neonchameleon" data-source="post: 9894205" data-attributes="member: 87792"><p>13th age is not "definitely tactical". Its constraint goes a long way to minimise how tactical it can be - and even within the bounds of TotM its "roll to see what you actually did" fighters go a long way to making it even less tactical than it could be.</p><p></p><p>No. The measure of a painting is not "how good were the brush strokes?"; the art you get out of that is technically proficient but soulless. The measure of art is <em>did it make the audience feel something.</em> And the feeling of "we did that" and "that is <em>ours</em>" are both strong feelings and lead to more feelings and deeper investigations of facets of the character. You are simply wrong about what makes for good art for most people, favouring what is "objective" and irrelevant over what is actually genuinely good and engaging. </p><p></p><p>Making our stories is <em>the</em> core part of the RPG hobby; films have objectively better acting and tighter storytelling and better special effects. If I didn't want to make things and put in the effort I wouldn't play RPGs at all. The <em>only</em> thing they are good at is being responsive so we can make our own thing. If you don't want to make and don't value audience engagement I don't understand why you are part of the hobby at all other than to hang out with your friends.</p><p></p><p>You're right in some ways however. One of the things I value in the games I pick is rules that support me and empower me. Which is why I go hard for PbtA influenced games; I find they empower me. What I'm buying is not a prefabricated object but a set of power tools.</p><p></p><p>If you buy and run something prefabricated it does not have much chance to be something new; someone wrote that and what we get is your interpretation of their work. Meanwhile if I'm running a decent PbtA style game for five players there are seven people contributing; myself, the five players, and the author of the game that we are using. And we are going to create something unique rather than playing through just one person's ideas. Those seven people have not come together in that way before (and unless we use the same playbooks never will again); this will be unique rather than pre-fabricated and much more different than two people running the same pre-written campaign. </p><p></p><p>I'm on ENWorld. It's a solid guess.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9894205, member: 87792"] 13th age is not "definitely tactical". Its constraint goes a long way to minimise how tactical it can be - and even within the bounds of TotM its "roll to see what you actually did" fighters go a long way to making it even less tactical than it could be. No. The measure of a painting is not "how good were the brush strokes?"; the art you get out of that is technically proficient but soulless. The measure of art is [I]did it make the audience feel something.[/I] And the feeling of "we did that" and "that is [I]ours[/I]" are both strong feelings and lead to more feelings and deeper investigations of facets of the character. You are simply wrong about what makes for good art for most people, favouring what is "objective" and irrelevant over what is actually genuinely good and engaging. Making our stories is [I]the[/I] core part of the RPG hobby; films have objectively better acting and tighter storytelling and better special effects. If I didn't want to make things and put in the effort I wouldn't play RPGs at all. The [I]only[/I] thing they are good at is being responsive so we can make our own thing. If you don't want to make and don't value audience engagement I don't understand why you are part of the hobby at all other than to hang out with your friends. You're right in some ways however. One of the things I value in the games I pick is rules that support me and empower me. Which is why I go hard for PbtA influenced games; I find they empower me. What I'm buying is not a prefabricated object but a set of power tools. If you buy and run something prefabricated it does not have much chance to be something new; someone wrote that and what we get is your interpretation of their work. Meanwhile if I'm running a decent PbtA style game for five players there are seven people contributing; myself, the five players, and the author of the game that we are using. And we are going to create something unique rather than playing through just one person's ideas. Those seven people have not come together in that way before (and unless we use the same playbooks never will again); this will be unique rather than pre-fabricated and much more different than two people running the same pre-written campaign. I'm on ENWorld. It's a solid guess. [/QUOTE]
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