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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="Thomas Shey" data-source="post: 9597643" data-attributes="member: 7026617"><p>In Storypath there's a resource usually called Momentum. Its a metacurrency used for a variety of purposes in challenges, and as might be guessed from the name, builds up over a scene (combat or not) and allows the scene to finish successfully and hopefully with a flourish.</p><p></p><p>The kicker is, its a <em>group</em> resource as a default. Which is fine if you've got a group that's very well tuned to sharing spotlight and activity, but if your group runs more to the individualistic, its just asking for some people to overuse it and others to both underutilize it (to the detriment of play as a whole) and/or potentially resent the overuse of others.</p><p></p><p>Now, if you are very aware of your group and how it leans, this is easy to fix (treat it as an individual rather than group resource), but not everyone is that self-aware about their group dynamics; look at posts around here sometime and it'll be abundantly clear that's just not a talent every GM and player has. So its easy to walk into a problem the group would not have in a system without metacurrency, or the more common versions of that which are individualized.</p><p></p><p>That isn't a case of a flaw in the system, per se (I reference one of those in my other post to you) but its a case where a mismatch is not the fault of the gaming group either, just inexperience and the fact not all groups have a strong understanding of their social dynamics (often because they haven't needed to with their initial choices of system(s)).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9597643, member: 7026617"] In Storypath there's a resource usually called Momentum. Its a metacurrency used for a variety of purposes in challenges, and as might be guessed from the name, builds up over a scene (combat or not) and allows the scene to finish successfully and hopefully with a flourish. The kicker is, its a [I]group[/I] resource as a default. Which is fine if you've got a group that's very well tuned to sharing spotlight and activity, but if your group runs more to the individualistic, its just asking for some people to overuse it and others to both underutilize it (to the detriment of play as a whole) and/or potentially resent the overuse of others. Now, if you are very aware of your group and how it leans, this is easy to fix (treat it as an individual rather than group resource), but not everyone is that self-aware about their group dynamics; look at posts around here sometime and it'll be abundantly clear that's just not a talent every GM and player has. So its easy to walk into a problem the group would not have in a system without metacurrency, or the more common versions of that which are individualized. That isn't a case of a flaw in the system, per se (I reference one of those in my other post to you) but its a case where a mismatch is not the fault of the gaming group either, just inexperience and the fact not all groups have a strong understanding of their social dynamics (often because they haven't needed to with their initial choices of system(s)). [/QUOTE]
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