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FKR: How Fewer Rules Can Make D&D Better
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<blockquote data-quote="Aldarc" data-source="post: 9026858" data-attributes="member: 5142"><p>What do you mean by "do not rely on dice mechanics"? I ask because there are several games that I can think that of that don't, but also a few that stradle the line. </p><p></p><p>Fate, for example, uses Character Troubles or Scene Aspects that can be compelled/invoked to create complications in play. </p><p></p><p>Numenera and the Cypher System has GM Intrusions. The GM can create GM Intrusions without dice, but they are also generated when the player rolls a natural one on a d20. That said, the book recommends keeping diceless GM Intrusions fairly rare per session.</p><p></p><p></p><p></p><p>Players describing what they do invariably, IME, involves discussing the fiction, even in traditional setups. The GM sets up a situation. The PCs ask questions about the fiction and declare actions in the fiction. When there are misunderstandings between the two parties, including about consequences, clarification of the situation or action happens. This process inherently involves interrogating and negotiating the fiction. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p><p></p><p></p><p><img class="smilie smilie--emoji" alt="🤨" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f928.png" title="Face with raised eyebrow :face_with_raised_eyebrow:" data-shortname=":face_with_raised_eyebrow:" loading="lazy" width="64" height="64" /> Does this claim have any basis in the reality of how other games are played or is the gross mischaracterization just intentional? </p><p></p><p></p><p>In games like [USER=6790260]@EzekielRaiden[/USER] is describing, the GM frames the situations, puts conflict in the way of PCs to react to, and then generates complications from die results. The plot is not for the GM to bring. The story emerges from the players playing the game.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9026858, member: 5142"] What do you mean by "do not rely on dice mechanics"? I ask because there are several games that I can think that of that don't, but also a few that stradle the line. Fate, for example, uses Character Troubles or Scene Aspects that can be compelled/invoked to create complications in play. Numenera and the Cypher System has GM Intrusions. The GM can create GM Intrusions without dice, but they are also generated when the player rolls a natural one on a d20. That said, the book recommends keeping diceless GM Intrusions fairly rare per session. Players describing what they do invariably, IME, involves discussing the fiction, even in traditional setups. The GM sets up a situation. The PCs ask questions about the fiction and declare actions in the fiction. When there are misunderstandings between the two parties, including about consequences, clarification of the situation or action happens. This process inherently involves interrogating and negotiating the fiction. 🤷♂️ 🤨 Does this claim have any basis in the reality of how other games are played or is the gross mischaracterization just intentional? In games like [USER=6790260]@EzekielRaiden[/USER] is describing, the GM frames the situations, puts conflict in the way of PCs to react to, and then generates complications from die results. The plot is not for the GM to bring. The story emerges from the players playing the game. [/QUOTE]
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