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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="Faolyn" data-source="post: 9598272" data-attributes="member: 6915329"><p>No, that's almost entirely mechanics. That's literally how the system works. Roleplay until you trigger a move, then follow the move's instructions. The big difference is that in more traditional games, most of this would be handled by dice. </p><p></p><p>For example, from my Masks playbook: <em><strong>Moldable:</strong></em> When you pierce the mask of someone whose respect you crave, you can always ask “How could I gain Influence over you?”, even on a miss. Take +1 ongoing to acting on the answer.</p><p></p><p>The system requires that I use the Pierce The Mask move on someone, and that this is someone who I want to respect me. When I use that move, I get to ask a certain number of questions. Anyone can use Pierce The Mask; it's a basic move and therefore, a core part of Mask's system. Because of my playbook, I get a bonus question. </p><p></p><p></p><p>Actually, you can. </p><p></p><p>Like, one of the Keeper moves is "separate them." That <em>literally </em>means physically splitting the party<em>. </em>I had an adventure where the PCs are exploring a "dungeon" (basically, the basement of a hospital) they knew was being mutated and altered by extradimensional forces--and at one point yes, I had the walls move and split the party. </p><p></p><p>And another Keeper move is "inflict harm, as established." As long as you establish there's something that can harm them, you're free to use that move. "Since you're fighting the monster in a room that's on fire, you're getting burned; take 1 harm." Ditto for Masks, which uses conditions instead of harm. "Because you failed on that roll to Unleash Your Powers, you're feeling pretty Insecure about yourself; mark that condition."</p><p></p><p>There are other, similar moves, like "take away some of the hunters’ stuff" and "put someone in trouble."</p><p></p><p>No, if a player rolls a 10 on Act Under Pressure, I can't say "whoops, I've decided you fail at what you're doing," in the same way that I couldn't do that to a character in <em>any </em>game if they succeed on a roll<em>. </em>And I wouldn't have any <em>need </em>to force a player to roll something else to "suit my view" because that's not the point of, well, any RPGs. Or at least, that would be a pretty $(!#& thing to do to players <em>just </em>"to suit my view"</p><p></p><p></p><p>That's pretty untrue. A lot of the rolls in PbtA games are there to establish the fiction. If the player is trying to maneuver the fiction in a specific way and fails a roll, that's a pretty mechanical way to have a surprise. The only place that I can think of where what you're saying <em>is </em>true is if you feed false information on a failed roll in other games and things like that--which isn't going to be a surprise to those players unless you're also rolling all of their dice to them.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9598272, member: 6915329"] No, that's almost entirely mechanics. That's literally how the system works. Roleplay until you trigger a move, then follow the move's instructions. The big difference is that in more traditional games, most of this would be handled by dice. For example, from my Masks playbook: [I][B]Moldable:[/B][/I] When you pierce the mask of someone whose respect you crave, you can always ask “How could I gain Influence over you?”, even on a miss. Take +1 ongoing to acting on the answer. The system requires that I use the Pierce The Mask move on someone, and that this is someone who I want to respect me. When I use that move, I get to ask a certain number of questions. Anyone can use Pierce The Mask; it's a basic move and therefore, a core part of Mask's system. Because of my playbook, I get a bonus question. Actually, you can. Like, one of the Keeper moves is "separate them." That [I]literally [/I]means physically splitting the party[I]. [/I]I had an adventure where the PCs are exploring a "dungeon" (basically, the basement of a hospital) they knew was being mutated and altered by extradimensional forces--and at one point yes, I had the walls move and split the party. And another Keeper move is "inflict harm, as established." As long as you establish there's something that can harm them, you're free to use that move. "Since you're fighting the monster in a room that's on fire, you're getting burned; take 1 harm." Ditto for Masks, which uses conditions instead of harm. "Because you failed on that roll to Unleash Your Powers, you're feeling pretty Insecure about yourself; mark that condition." There are other, similar moves, like "take away some of the hunters’ stuff" and "put someone in trouble." No, if a player rolls a 10 on Act Under Pressure, I can't say "whoops, I've decided you fail at what you're doing," in the same way that I couldn't do that to a character in [I]any [/I]game if they succeed on a roll[I]. [/I]And I wouldn't have any [I]need [/I]to force a player to roll something else to "suit my view" because that's not the point of, well, any RPGs.[I] [/I]Or at least, that would be a pretty $(!#& thing to do to players [I]just [/I]"to suit my view" That's pretty untrue. A lot of the rolls in PbtA games are there to establish the fiction. If the player is trying to maneuver the fiction in a specific way and fails a roll, that's a pretty mechanical way to have a surprise. The only place that I can think of where what you're saying [I]is [/I]true is if you feed false information on a failed roll in other games and things like that--which isn't going to be a surprise to those players unless you're also rolling all of their dice to them. [/QUOTE]
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