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*Pathfinder & Starfinder
Improvisation vs "code-breaking" in D&D
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<blockquote data-quote="Balesir" data-source="post: 6754814" data-attributes="member: 27160"><p>This makes me think that the "patron" style play was a sort of pandering to gamist sensibilities, and as such I would see it as a mistake, for Traveller as written. Add some sort of "experience" system, though, and you could have a gritty gamist vehicle. Some of the calls for "character advancement" systems, and some of the houserules I saw to provide such a thing, suggest that there may well have been folk enjoying just such a game. This would fit nicely into what Edwards calls "drift".</p><p></p><p>The exploration of Setting (the "Odyssey to the Distant Worlds of the Galaxy") is clearly a leading possibility, but I mentioned a couple of Situation explorations above, rigorously applying the random determination for encounters and worlds leads to an exploration of System (which, frankly, sounds like what [MENTION=3192]howandwhy99[/MENTION] is proposing, leavened with a dose of gamism in the individual encounters) and I think explorations of Character cover most immersionist play. I had originally discounted Colour, the last of Edwards' RPG elements, as a focus of exploration, but on reflection I'm not sure I was right to. I can see an exploration of the game world where adding description and details of the character experience - either given to the player(s) by the GM in immersive play or created collaboratively - could make for an enjoyable excercise, from a certain perspective.</p><p></p><p>So, my suggestion would be modified to: focus on exploration of anything you like. Classifications under which to find inspiration about an exploratory focus might usefully be the elements of an RPG given by Edwards: Setting, Situation, Character, System and Colour. Any of the classifications could yield a suitable focus for exploration.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6754814, member: 27160"] This makes me think that the "patron" style play was a sort of pandering to gamist sensibilities, and as such I would see it as a mistake, for Traveller as written. Add some sort of "experience" system, though, and you could have a gritty gamist vehicle. Some of the calls for "character advancement" systems, and some of the houserules I saw to provide such a thing, suggest that there may well have been folk enjoying just such a game. This would fit nicely into what Edwards calls "drift". The exploration of Setting (the "Odyssey to the Distant Worlds of the Galaxy") is clearly a leading possibility, but I mentioned a couple of Situation explorations above, rigorously applying the random determination for encounters and worlds leads to an exploration of System (which, frankly, sounds like what [MENTION=3192]howandwhy99[/MENTION] is proposing, leavened with a dose of gamism in the individual encounters) and I think explorations of Character cover most immersionist play. I had originally discounted Colour, the last of Edwards' RPG elements, as a focus of exploration, but on reflection I'm not sure I was right to. I can see an exploration of the game world where adding description and details of the character experience - either given to the player(s) by the GM in immersive play or created collaboratively - could make for an enjoyable excercise, from a certain perspective. So, my suggestion would be modified to: focus on exploration of anything you like. Classifications under which to find inspiration about an exploratory focus might usefully be the elements of an RPG given by Edwards: Setting, Situation, Character, System and Colour. Any of the classifications could yield a suitable focus for exploration. [/QUOTE]
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