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General Tabletop Discussion
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Disconnect Between Designer's Intent and Player Intepretation
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<blockquote data-quote="Celebrim" data-source="post: 8805137" data-attributes="member: 4937"><p>How do you manage to have an extended campaign if you don't do this? And I don't think it's the D&D play loop that causes it, although there are examples of published CoC modules that are effectively D&D dungeons with maps of sprawling underground locations and keyed encounters. I think it's the rules themselves that do it. CoC is written using the simulationist BRP ruleset which intends to model the game universe as a natural procedure of play. As such, the rules don't privilege in response to seeing a ghoul, doing something like, "I roll Occult to destroy it.", which would be perfectly fine in a game where the players can set stakes and declare into existence aspects of the game universe. They do privilege, "I roll Firearms to fire 10 rounds from my Tommy Gun into the moldering horror."</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8805137, member: 4937"] How do you manage to have an extended campaign if you don't do this? And I don't think it's the D&D play loop that causes it, although there are examples of published CoC modules that are effectively D&D dungeons with maps of sprawling underground locations and keyed encounters. I think it's the rules themselves that do it. CoC is written using the simulationist BRP ruleset which intends to model the game universe as a natural procedure of play. As such, the rules don't privilege in response to seeing a ghoul, doing something like, "I roll Occult to destroy it.", which would be perfectly fine in a game where the players can set stakes and declare into existence aspects of the game universe. They do privilege, "I roll Firearms to fire 10 rounds from my Tommy Gun into the moldering horror." [/QUOTE]
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