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Disclaiming Decisions: Why We Roll Dice
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<blockquote data-quote="Manbearcat" data-source="post: 8680108" data-attributes="member: 6696971"><p><strong>Prompt</strong> - Resolve player vs obstacle (whether setting or NPC or crisis of self) collisions that impact the gamestate.</p><p></p><p><strong>Prop</strong> - Device to affect play aesthetic (mood or player behavior) which doesn’t impact the gamestate directly but rather by-proxy of that aesthetic impact (eg paranoid or curious players feel x and act y).</p><p></p><p><strong>Disclaim Decisions</strong> - Content generator that resolves the action/manifestation of NPC and/or setting elements that either (a) don’t directly interact/collide with PCs (eg NPCs vs NPCs or setting vs NPCs) or (b) collides with PCs but has no internal will to direct it (eg weather or the chance of random encounter in an interval of play) or (c) an NPC has a suite of possible actions where each seem as impactful or reasonable as the next.</p><p></p><p>[HR][/HR]</p><p></p><p>I think you’ve captured everything in your lead post (cue Leo’s toast).</p><p></p><p>Weather is an incident of Disclaim</p><p>Decisions that frequently affects expedition/journey decision-space for players and consequence-space for GMs so that one might get the most use/mileage. Systematized Random Encounters (this might happen in B/X when Wandering Monsters “hit”) are probably similarly frequent. Then you have things like Blades Downtime Activities where GMs are procedurally resolving setting/Faction collisions. That happens once per play loop. The least frequent of the bunch is (c) because a well-designed NPC system + principled/conscientious GMing should be able to nearly always infer and resolve NPC actions when they collide with PCs.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8680108, member: 6696971"] [B]Prompt[/B] - Resolve player vs obstacle (whether setting or NPC or crisis of self) collisions that impact the gamestate. [B]Prop[/B] - Device to affect play aesthetic (mood or player behavior) which doesn’t impact the gamestate directly but rather by-proxy of that aesthetic impact (eg paranoid or curious players feel x and act y). [B]Disclaim Decisions[/B] - Content generator that resolves the action/manifestation of NPC and/or setting elements that either (a) don’t directly interact/collide with PCs (eg NPCs vs NPCs or setting vs NPCs) or (b) collides with PCs but has no internal will to direct it (eg weather or the chance of random encounter in an interval of play) or (c) an NPC has a suite of possible actions where each seem as impactful or reasonable as the next. [HR][/HR] I think you’ve captured everything in your lead post (cue Leo’s toast). Weather is an incident of Disclaim Decisions that frequently affects expedition/journey decision-space for players and consequence-space for GMs so that one might get the most use/mileage. Systematized Random Encounters (this might happen in B/X when Wandering Monsters “hit”) are probably similarly frequent. Then you have things like Blades Downtime Activities where GMs are procedurally resolving setting/Faction collisions. That happens once per play loop. The least frequent of the bunch is (c) because a well-designed NPC system + principled/conscientious GMing should be able to nearly always infer and resolve NPC actions when they collide with PCs. [/QUOTE]
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