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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="SweeneyTodd" data-source="post: 2390647" data-attributes="member: 9391"><p>Great, I'm understanding you. </p><p></p><p>Your first consequence deals with the idea that some things in the environment should just exist, and I could see how wanting to simulate a living world would lead one to include things like that. My disconnect was that I couldn't see why on Earth someone would want to include a pit for its own sake, without thought as to the relative challenge it provides. If there's a focus on exploring pre-prepared environments, then it adds immersion to have things that are "just there".</p><p></p><p>Our group doesn't really use setting-based immersion, but then again we don't do much exploring of dangerous uncharted territory. (Unless you count New Orleans during Mardi Gras.)</p><p></p><p>I can understand the second consequence in terms of player autonomy. You find "GM draws map, player consults it, determines difficulty" more efficient than "GM describes environment, player asks GM difficulty". I can see that for two reasons: One, the GM was going to draw the map anyway, so it's not considered a separate instance of communication. Two, you can consult the rules and determine several things from the diagram, not just the difficulty. </p><p></p><p>I get it, I really do. Thanks!</p><p></p><p>I'm still curious about how and if these techniques are applied to other situations, such as social interactions. My guess (and please help me out here) is that while a roleplayed persuasion attempt sounds a lot like "Gm describes, player asks (or intuits) difficulty", it's appealing despite a lack of rules because that describe/ask transaction is done through first-person dialog, which serves to provide immersion in much the way a battlemap does for combat. (I know some people don't use social conflict rules at all, in which case this still applies, but the difficulty becomes "how persuasive the IC dialog must be" rather than "how high the roll must be".)</p></blockquote><p></p>
[QUOTE="SweeneyTodd, post: 2390647, member: 9391"] Great, I'm understanding you. Your first consequence deals with the idea that some things in the environment should just exist, and I could see how wanting to simulate a living world would lead one to include things like that. My disconnect was that I couldn't see why on Earth someone would want to include a pit for its own sake, without thought as to the relative challenge it provides. If there's a focus on exploring pre-prepared environments, then it adds immersion to have things that are "just there". Our group doesn't really use setting-based immersion, but then again we don't do much exploring of dangerous uncharted territory. (Unless you count New Orleans during Mardi Gras.) I can understand the second consequence in terms of player autonomy. You find "GM draws map, player consults it, determines difficulty" more efficient than "GM describes environment, player asks GM difficulty". I can see that for two reasons: One, the GM was going to draw the map anyway, so it's not considered a separate instance of communication. Two, you can consult the rules and determine several things from the diagram, not just the difficulty. I get it, I really do. Thanks! I'm still curious about how and if these techniques are applied to other situations, such as social interactions. My guess (and please help me out here) is that while a roleplayed persuasion attempt sounds a lot like "Gm describes, player asks (or intuits) difficulty", it's appealing despite a lack of rules because that describe/ask transaction is done through first-person dialog, which serves to provide immersion in much the way a battlemap does for combat. (I know some people don't use social conflict rules at all, in which case this still applies, but the difficulty becomes "how persuasive the IC dialog must be" rather than "how high the roll must be".) [/QUOTE]
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