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Flipping the Table: Did Removing Miniatures Save D&D?
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<blockquote data-quote="aramis erak" data-source="post: 7749582" data-attributes="member: 6779310"><p>If you read the FR or Greyhawk novels, they DO treat the game mechanics as generally descriptive of the "realities" of those settings. </p><p></p><p>SC's as a mechanic <em>are</em> euro-like. They are mechanically intrusive into the fiction, and totally divorced from the setting mechanically - unless the GM enforces a "To do it, say it" for any social challenges, and a "To do it, narrate it" for non-social... but then, the fiction often is mishandled in such action chains. </p><p></p><p>They compare favorably to Burning Wheel's duel of wits... but BW's DoW has one thing going for it that skill challenges don't ... the steps and stages are tactical decisions with impacts, and with narrative (at a minimalist level) built into the names of the actions, and the actions having mechanics reflective of that name. Range & Cover, and Fight both do similar for different kinds of combats. Invasion metamechanics (in Jyhad for BWR) and, (Mass) Conflict and Infection (in Burning Empires) both strongly tie as well, in the same ways. But all BW systems feel flat if the players and GM are doing cool narrations; they work, and tell a pretty clear story just on the mechanics, but their best face is when everyone knows how to set up for a narration with implied resolution, but still allowing for the choice of fail-forward or simple failure.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7749582, member: 6779310"] If you read the FR or Greyhawk novels, they DO treat the game mechanics as generally descriptive of the "realities" of those settings. SC's as a mechanic [I]are[/I] euro-like. They are mechanically intrusive into the fiction, and totally divorced from the setting mechanically - unless the GM enforces a "To do it, say it" for any social challenges, and a "To do it, narrate it" for non-social... but then, the fiction often is mishandled in such action chains. They compare favorably to Burning Wheel's duel of wits... but BW's DoW has one thing going for it that skill challenges don't ... the steps and stages are tactical decisions with impacts, and with narrative (at a minimalist level) built into the names of the actions, and the actions having mechanics reflective of that name. Range & Cover, and Fight both do similar for different kinds of combats. Invasion metamechanics (in Jyhad for BWR) and, (Mass) Conflict and Infection (in Burning Empires) both strongly tie as well, in the same ways. But all BW systems feel flat if the players and GM are doing cool narrations; they work, and tell a pretty clear story just on the mechanics, but their best face is when everyone knows how to set up for a narration with implied resolution, but still allowing for the choice of fail-forward or simple failure. [/QUOTE]
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