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Indie Games Are Not More Focused. They Are Differently Focused.
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<blockquote data-quote="doctorbadwolf" data-source="post: 8314996" data-attributes="member: 6704184"><p>IMO nothing can. Either way, actual roleplaying of the mental state requires player buy in, and players vary on which model is easier to immerse in the experience of a mental state like that.</p><p></p><p>edit: and i still don't see how this relates to flexibility. Flexibility is the ability to change or be changed easily according to the situation. How do procedural mechanics for determining specifically how something plays out more flexible than mechanics that only determine action resolution? </p><p></p><p>For instance. </p><p></p><p>In two games you want to read a room, and gain insight about the emotional state of everyone in it, especially in relation to eachother. </p><p></p><p>In game A, there are a couple skills you could use, depending on described approach, and circumstance and approach could mean that you either just get the info, just don't, or have to make a check to determine. Further, that result can be binary, or not, within the rules. </p><p></p><p>In game B, you use the character ability named "Read A Bad Situation", and if you roll too low, you get nothing and the GM makes a "hard move", if you roll in the middle you choose between a small set of mixed results (price to pay, you have to do something extra to get the info, you get only some of the desired information), and if you roll high enough you just get all the info at no "cost", and might even get a bonus going forward on your next check related to the gain information. </p><p></p><p>Explain, if you would, why you see game B as more flexible than game A.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8314996, member: 6704184"] IMO nothing can. Either way, actual roleplaying of the mental state requires player buy in, and players vary on which model is easier to immerse in the experience of a mental state like that. edit: and i still don't see how this relates to flexibility. Flexibility is the ability to change or be changed easily according to the situation. How do procedural mechanics for determining specifically how something plays out more flexible than mechanics that only determine action resolution? For instance. In two games you want to read a room, and gain insight about the emotional state of everyone in it, especially in relation to eachother. In game A, there are a couple skills you could use, depending on described approach, and circumstance and approach could mean that you either just get the info, just don't, or have to make a check to determine. Further, that result can be binary, or not, within the rules. In game B, you use the character ability named "Read A Bad Situation", and if you roll too low, you get nothing and the GM makes a "hard move", if you roll in the middle you choose between a small set of mixed results (price to pay, you have to do something extra to get the info, you get only some of the desired information), and if you roll high enough you just get all the info at no "cost", and might even get a bonus going forward on your next check related to the gain information. Explain, if you would, why you see game B as more flexible than game A. [/QUOTE]
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