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Indie Games Are Not More Focused. They Are Differently Focused.
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8317081" data-attributes="member: 82106"><p>Interesting. I think I would, personally, focus more on the dynamics of things. Like exploring why someone becomes a gunfighter, or what are the consequences. Again, I think we would have to refine the agenda a bit. Then it would be possible to think of things like moves, and what sort of granularity to make them come in at. Finally we'd get to consequences and such. I could really see a pretty wide variety of games coming out of the same basic milieu and genre. Assuming that we are aiming at a somewhat realistic understanding of the mechanics of guns and gunshot though I wouldn't think that 5e's combat system would be of much use. OTOH I am making that assumption, and maybe you would not.</p><p></p><p>As for 'combining PbtA and 5e', what is to be gained? I mean, PbtA (lets say Dungeon World-like, not all of them are identical) has some pretty solid mechanics already. I mean, d20 is a linear distribution check mechanic that easily 'scatters' success probabilities widely and doesn't specifically have a 'baseline difficulty' except by convention (IE you take on near-level CR monsters, so you can normally hit them). I'm not sure why that is more desirable than the PbtA 2d6 bell curve where you CAN adjust things, but probabilities fall hard within a certain band. (IE you will need a 7+ to succeed, and maybe you can get a +2 or even +3 on that once in a while, but mostly you will be in the +1 territory, needing a 6+ with a 9+ for total success). So, yes, technically you could sub in a d20, but then you'd still basically use the PbtA structure to get the whole effect of driving the fiction through moves paced and guided by the GM but engaging in the direction of the players attention and 'finding out what happens'. </p><p></p><p>I have some partiality to d20 mechanics myself as a long-time D&D player. I think it works well when you want to model stochastic processes in a "move equates to a specific concrete action" where you need some randomization of GM adjudication. Where you are injecting story uncertainty though it is not as strong a mechanic, IMHO. </p><p></p><p>I'm pretty easy going really <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I don't know that I am entirely systematic in my statements or consistent in my views in all cases, for sure. [USER=42582]@pemerton[/USER] and [USER=6696971]@Manbearcat[/USER] are two posters who ARE, but me? I'm not so much of an intellectual as they are. lol.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8317081, member: 82106"] Interesting. I think I would, personally, focus more on the dynamics of things. Like exploring why someone becomes a gunfighter, or what are the consequences. Again, I think we would have to refine the agenda a bit. Then it would be possible to think of things like moves, and what sort of granularity to make them come in at. Finally we'd get to consequences and such. I could really see a pretty wide variety of games coming out of the same basic milieu and genre. Assuming that we are aiming at a somewhat realistic understanding of the mechanics of guns and gunshot though I wouldn't think that 5e's combat system would be of much use. OTOH I am making that assumption, and maybe you would not. As for 'combining PbtA and 5e', what is to be gained? I mean, PbtA (lets say Dungeon World-like, not all of them are identical) has some pretty solid mechanics already. I mean, d20 is a linear distribution check mechanic that easily 'scatters' success probabilities widely and doesn't specifically have a 'baseline difficulty' except by convention (IE you take on near-level CR monsters, so you can normally hit them). I'm not sure why that is more desirable than the PbtA 2d6 bell curve where you CAN adjust things, but probabilities fall hard within a certain band. (IE you will need a 7+ to succeed, and maybe you can get a +2 or even +3 on that once in a while, but mostly you will be in the +1 territory, needing a 6+ with a 9+ for total success). So, yes, technically you could sub in a d20, but then you'd still basically use the PbtA structure to get the whole effect of driving the fiction through moves paced and guided by the GM but engaging in the direction of the players attention and 'finding out what happens'. I have some partiality to d20 mechanics myself as a long-time D&D player. I think it works well when you want to model stochastic processes in a "move equates to a specific concrete action" where you need some randomization of GM adjudication. Where you are injecting story uncertainty though it is not as strong a mechanic, IMHO. I'm pretty easy going really ;) I don't know that I am entirely systematic in my statements or consistent in my views in all cases, for sure. [USER=42582]@pemerton[/USER] and [USER=6696971]@Manbearcat[/USER] are two posters who ARE, but me? I'm not so much of an intellectual as they are. lol. [/QUOTE]
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