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<blockquote data-quote="LostSoul" data-source="post: 5096031" data-attributes="member: 386"><p>I'm sure they work for your group - you've got some unspoken "rules" governing their use. I'm not saying that they are bad, but if you want to... I don't know, release them for wider use, you have to write down those unspoken rules.</p><p></p><p>If you are playing as an advocate of your character (that is, you want your character to achieve his goals) a mechanic like this isn't going to work - not without more rules limiting what you can declare and what you can't*. You have to change how you play so that you're no longer advocating for your PC; you have to take a different approach to the game.</p><p></p><p>Which is fine, but there's a huge difference between how those two games are played. If one is going to introduce a mechanic like that into one's game, one should be aware of what the consequences are.</p><p></p><p>To be pointed about it: In typical D&D play, as a player you are expected to overcome challenges. With a "Declaration" mechanic you also <em>create</em> those challenges. To me that seems to reduce the impact of the challenges, and would probably force play to be more about the character of the PC (specifically, what you'll take Compels for and what you won't).</p><p></p><p>A blog post that's worth checking out about this issue: <a href="http://isabout.wordpress.com/2010/02/16/the-pitfalls-of-narrative-technique-in-rpg-play/" target="_blank">The pitfalls of narrative technique in rpg play « Game Design is about Structure</a></p><p></p><p></p><p>* - My first thought on these sorts of rules would be tied to levels. Declaring a treasure parcel of your level; a monster of your level; changing the disposition of a monster of your level; introducing a location of your level; an obstacle, trap, etc.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5096031, member: 386"] I'm sure they work for your group - you've got some unspoken "rules" governing their use. I'm not saying that they are bad, but if you want to... I don't know, release them for wider use, you have to write down those unspoken rules. If you are playing as an advocate of your character (that is, you want your character to achieve his goals) a mechanic like this isn't going to work - not without more rules limiting what you can declare and what you can't*. You have to change how you play so that you're no longer advocating for your PC; you have to take a different approach to the game. Which is fine, but there's a huge difference between how those two games are played. If one is going to introduce a mechanic like that into one's game, one should be aware of what the consequences are. To be pointed about it: In typical D&D play, as a player you are expected to overcome challenges. With a "Declaration" mechanic you also [i]create[/i] those challenges. To me that seems to reduce the impact of the challenges, and would probably force play to be more about the character of the PC (specifically, what you'll take Compels for and what you won't). A blog post that's worth checking out about this issue: [url=http://isabout.wordpress.com/2010/02/16/the-pitfalls-of-narrative-technique-in-rpg-play/]The pitfalls of narrative technique in rpg play « Game Design is about Structure[/url] * - My first thought on these sorts of rules would be tied to levels. Declaring a treasure parcel of your level; a monster of your level; changing the disposition of a monster of your level; introducing a location of your level; an obstacle, trap, etc. [/QUOTE]
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