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General Tabletop Discussion
*TTRPGs General
Different philosophies concerning Rules Heavy and Rule Light RPGs.
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<blockquote data-quote="Umbran" data-source="post: 9597266" data-attributes="member: 177"><p>You seem to be missing the point.</p><p></p><p></p><p></p><p>Well, allow me to repeat - this is NOT ABOUT STORY.</p><p></p><p>Maybe I'm jumping the chasm twice because I have to go back and get a piece of equipment. Maybe I am jumping a totally separate chasm two months and three sessions of play later in the story, that just happens to be the same width because that's the way the GM made it. </p><p></p><p>Why you are jumping another chasm of the same width is not material. The fact is that the desired consistency is that, barring some meaningful difference, the two should still be <em>mechanically the same</em>. And a player should be able to guess that a narrower chasm will be bit easier, and a wider chasm harder - that the mechanics of jumping are pretty much set and predictable.</p><p></p><p>Now, there are playstyles in which players aren't looking for that - in which an obstacle is there for its narrative valence. In that kind of play, we probably wouldn't stipulate an exact width of the chasm, and instead would describe it in terms that fit the moment. But the desire for this consistency doesn't come out of such playstyles. In the playstyles that call for this consistency, the drama of the moment is a <em>result</em> of, not an input to, the scene.</p></blockquote><p></p>
[QUOTE="Umbran, post: 9597266, member: 177"] You seem to be missing the point. Well, allow me to repeat - this is NOT ABOUT STORY. Maybe I'm jumping the chasm twice because I have to go back and get a piece of equipment. Maybe I am jumping a totally separate chasm two months and three sessions of play later in the story, that just happens to be the same width because that's the way the GM made it. Why you are jumping another chasm of the same width is not material. The fact is that the desired consistency is that, barring some meaningful difference, the two should still be [I]mechanically the same[/I]. And a player should be able to guess that a narrower chasm will be bit easier, and a wider chasm harder - that the mechanics of jumping are pretty much set and predictable. Now, there are playstyles in which players aren't looking for that - in which an obstacle is there for its narrative valence. In that kind of play, we probably wouldn't stipulate an exact width of the chasm, and instead would describe it in terms that fit the moment. But the desire for this consistency doesn't come out of such playstyles. In the playstyles that call for this consistency, the drama of the moment is a [I]result[/I] of, not an input to, the scene. [/QUOTE]
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