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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: 8315398" data-attributes="member: 6704184"><p>And obviating the need for such a determination limits flexibility. There are payoffs for doing so, but I’ve always said that pbta games are good and have advantages over D&D. I just don’t think flexibility is on the list. (And I’m still flummoxed as to how saying this could possibly be insulting to those games)</p><p></p><p>It’s up to the “dm” in theory, but in practice it is up to the group. It’s a conversation, and one participant is the mechanics. How the game is run is a matter of consensus and consent, by virtue of being a voluntary group activity. </p><p> </p><p>You can modify that even further of course, but we leave behind relevance to the game’s flexibility when we turn the DC ladder into a success ladder. </p><p></p><p>Quick tangent: My point in another post was that you can achieve this in games where the process comes from mechanics and one where the process comes from the process of play. Mechanization is just a preference some folks have. </p><p></p><p>And making the gears and levers of that too transparent to the viewer can backfire. </p><p></p><p>Right. What I am saying is that this is a preference difference, not particularly relevant to flexibility. </p><p> </p><p>I also just don’t ever need the mechanics to push me toward or mechanically enforce an emotional response, because when my character Dresden was in a situation recently that caused his trauma to make his decision making get bypassed by impulse/trauma response/hormonal overload of the brain, I felt my muscles twitch and my heart rate change and knew what he did in that moment. I don’t need mechanics to try to make me feel that way, I know all too well what losing volition in the face of trauma response feels like. I don’t need to repeat the experience in theme park mode. </p><p></p><p>And you can do that with the play process and what you encourage during and before play, etc. That’s my point when I say that D&D can do the same things, with or without added mechanical systems. </p><p></p><p>IME, vanishingly few people play D&D purely as written. Including optional systems from another edition of D&D is…not exactly radical. </p><p></p><p>So, it’s up to the players who aren’t the one bribing or kissing, in conversation with the “acting” player. </p><p></p><p>I don’t know where this is coming from. Can you explain?</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8315398, member: 6704184"] And obviating the need for such a determination limits flexibility. There are payoffs for doing so, but I’ve always said that pbta games are good and have advantages over D&D. I just don’t think flexibility is on the list. (And I’m still flummoxed as to how saying this could possibly be insulting to those games) It’s up to the “dm” in theory, but in practice it is up to the group. It’s a conversation, and one participant is the mechanics. How the game is run is a matter of consensus and consent, by virtue of being a voluntary group activity. You can modify that even further of course, but we leave behind relevance to the game’s flexibility when we turn the DC ladder into a success ladder. Quick tangent: My point in another post was that you can achieve this in games where the process comes from mechanics and one where the process comes from the process of play. Mechanization is just a preference some folks have. And making the gears and levers of that too transparent to the viewer can backfire. Right. What I am saying is that this is a preference difference, not particularly relevant to flexibility. I also just don’t ever need the mechanics to push me toward or mechanically enforce an emotional response, because when my character Dresden was in a situation recently that caused his trauma to make his decision making get bypassed by impulse/trauma response/hormonal overload of the brain, I felt my muscles twitch and my heart rate change and knew what he did in that moment. I don’t need mechanics to try to make me feel that way, I know all too well what losing volition in the face of trauma response feels like. I don’t need to repeat the experience in theme park mode. And you can do that with the play process and what you encourage during and before play, etc. That’s my point when I say that D&D can do the same things, with or without added mechanical systems. IME, vanishingly few people play D&D purely as written. Including optional systems from another edition of D&D is…not exactly radical. So, it’s up to the players who aren’t the one bribing or kissing, in conversation with the “acting” player. I don’t know where this is coming from. Can you explain? [/QUOTE]
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