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<blockquote data-quote="happyhermit" data-source="post: 8173600" data-attributes="member: 6834463"><p>All I will say (hopefully <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f633.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":oops:" title="Oops! :oops:" data-smilie="10"data-shortname=":oops:" />) about the nature of hitpoints/meatpoints is that they have never caused much trouble for me in actual play, no more than hitboxes or metacurrency or whatever. In theory having multiple tracks (as has been done in D&D optionally a lot) can alleviate some issues, but IME it's a wash whether or not it's worth it.</p><p></p><p></p><p>I think at this point it comes down to "works for some not others". I agree that they can be played out similarly and that's why I mentioned that metacurrency can be a lot of things.</p><p></p><p>I admit the terms aren't always best, we have plenty of words to describe the idea but they often have particular connotations ie; Immutable and solidity seem to indicate the world is resistant to change, when it isn't from in in-character, in-fiction, in-world perspective. I like fidelity, but it's not all that clear to many and often gets interpreted as "realism" and discussing realism is a quagmire.</p><p></p><p>For the record, I have 0 problems with it, same for many people I have played with who have the preference I keep mentioning. Not saying you are arguing otherwise but it's very common these days for people to hear "that's not my favorite, or I don't like that" and hear "It's terrible and shouldn't exist". Have had tons of fun playing storytelling games and ttrpgs that lean into storytelling, just because it isn't our favorite type of game doesn't mean we hate it. Very glad we have a few games that scratch the particular itches we have, and that some games are flexible enough to support a variety of preferences.</p><p></p><p></p><p>The GM "declaring changes" is also an issue for the people I mentioned.</p><p></p><p></p><p>Nope, you are just trying to associate "therapy" with "bad", while I was pointing out that the example you provided as "not roleplay" can clearly be roleplay, and that this is an established idea (probably older than ttrpgs).</p><p></p><p></p><p>Huh? You were talking about puppets.</p><p></p><p>Nope, not what "crafting" means.</p><p></p><p>The problem is, you are acting like making a decision in a game is the same as crafting a story.</p><p></p><p></p><p>Making decisions is the main point (outside of more story-telling type games where the story can be the main point). Of course it's entirely possible to have a game where "making a decision for what your character is doing" isn't a part of the game, and despite what you say, there is still a game, it just isn't a roleplaying one (see; storytelling games).</p></blockquote><p></p>
[QUOTE="happyhermit, post: 8173600, member: 6834463"] All I will say (hopefully :oops:) about the nature of hitpoints/meatpoints is that they have never caused much trouble for me in actual play, no more than hitboxes or metacurrency or whatever. In theory having multiple tracks (as has been done in D&D optionally a lot) can alleviate some issues, but IME it's a wash whether or not it's worth it. I think at this point it comes down to "works for some not others". I agree that they can be played out similarly and that's why I mentioned that metacurrency can be a lot of things. I admit the terms aren't always best, we have plenty of words to describe the idea but they often have particular connotations ie; Immutable and solidity seem to indicate the world is resistant to change, when it isn't from in in-character, in-fiction, in-world perspective. I like fidelity, but it's not all that clear to many and often gets interpreted as "realism" and discussing realism is a quagmire. For the record, I have 0 problems with it, same for many people I have played with who have the preference I keep mentioning. Not saying you are arguing otherwise but it's very common these days for people to hear "that's not my favorite, or I don't like that" and hear "It's terrible and shouldn't exist". Have had tons of fun playing storytelling games and ttrpgs that lean into storytelling, just because it isn't our favorite type of game doesn't mean we hate it. Very glad we have a few games that scratch the particular itches we have, and that some games are flexible enough to support a variety of preferences. The GM "declaring changes" is also an issue for the people I mentioned. Nope, you are just trying to associate "therapy" with "bad", while I was pointing out that the example you provided as "not roleplay" can clearly be roleplay, and that this is an established idea (probably older than ttrpgs). Huh? You were talking about puppets. Nope, not what "crafting" means. The problem is, you are acting like making a decision in a game is the same as crafting a story. Making decisions is the main point (outside of more story-telling type games where the story can be the main point). Of course it's entirely possible to have a game where "making a decision for what your character is doing" isn't a part of the game, and despite what you say, there is still a game, it just isn't a roleplaying one (see; storytelling games). [/QUOTE]
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