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<blockquote data-quote="Celebrim" data-source="post: 7780324" data-attributes="member: 4937"><p>I see what you are saying, but I don't think it overturns my impression. However, I do realize now that this is something I don't actually know enough about to argue on, because as I set out to outline why this doesn't address my concern, I realized that there were properties of the PbtA engine that I didn't really understand and I need to go do some research before I speak on them.</p><p></p><p></p><p></p><p>Ok, you are correct here: I misspoke. Obviously, if PbtA accepts basically all propositions (something I also asserted), then it can't have a highly limited proposition filter. However, there is I think a much more highly constrained proposition mapping than D&D or traditional RPGs, and whether or not that has the effect I've always assumed it had, is something that I need to now go and carefully check and think about it. I still think it might, but I can see a possible way around it that you aren't covering.</p><p></p><p>Nonetheless, whether I'm right or wrong about how the engine works, there is conceptual correspondence between the PbtA engine and your experience with the AD&D based video games that there isn't between AD&D and its video games, in the sense that at some level, every proposition in PbtA corresponds to pushing a button tied to the character and each character has a finite number of buttons. Whereas, for AD&D I would have said a character has an infinite number of buttons to push, the vast majority of which don't exist on the character sheet. </p><p></p><p>But now I need to read some PbtA rules to see if they escape the button pushing problem completely or whether it is there to the degree that I first assumed when I read through the rules.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7780324, member: 4937"] I see what you are saying, but I don't think it overturns my impression. However, I do realize now that this is something I don't actually know enough about to argue on, because as I set out to outline why this doesn't address my concern, I realized that there were properties of the PbtA engine that I didn't really understand and I need to go do some research before I speak on them. Ok, you are correct here: I misspoke. Obviously, if PbtA accepts basically all propositions (something I also asserted), then it can't have a highly limited proposition filter. However, there is I think a much more highly constrained proposition mapping than D&D or traditional RPGs, and whether or not that has the effect I've always assumed it had, is something that I need to now go and carefully check and think about it. I still think it might, but I can see a possible way around it that you aren't covering. Nonetheless, whether I'm right or wrong about how the engine works, there is conceptual correspondence between the PbtA engine and your experience with the AD&D based video games that there isn't between AD&D and its video games, in the sense that at some level, every proposition in PbtA corresponds to pushing a button tied to the character and each character has a finite number of buttons. Whereas, for AD&D I would have said a character has an infinite number of buttons to push, the vast majority of which don't exist on the character sheet. But now I need to read some PbtA rules to see if they escape the button pushing problem completely or whether it is there to the degree that I first assumed when I read through the rules. [/QUOTE]
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