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Is RPGing a *literary* endeavour?
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<blockquote data-quote="Umbran" data-source="post: 7612271" data-attributes="member: 177"><p>Picyune thing - "need to" is strong. Absolutes probably don't serve us very well. We don't "need" to do anything. We don't "need" to use d20s to play D&D. </p><p></p><p>But, most of us would *recommend* it, right? We'd say using a die is better than pulling numbered chits form cups, for example. </p><p></p><p>So, if a game has a mechanic that somehow represents the character is angry, or scared... *should* the GM try and convey those ideas as strongly through narration?</p><p></p><p>My answer to that is Yes, the GM should try. Why? In this particular instance, while you do have the mechanic that enforces it... those mechanics are ones that reduce player agency. The narrative helps the player buy in to that for the moment, by giving them a plausible in-character reason to play along. If, for example, in narration, I make it abundantly clear that the character's perceptions are of the room spinning to the point of nausea, the player might accept the confusion more deeply, and play along with it more in action choice - especially if they are not "a numbers person" who easily sees the impact of mechanical issues outright.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7612271, member: 177"] Picyune thing - "need to" is strong. Absolutes probably don't serve us very well. We don't "need" to do anything. We don't "need" to use d20s to play D&D. But, most of us would *recommend* it, right? We'd say using a die is better than pulling numbered chits form cups, for example. So, if a game has a mechanic that somehow represents the character is angry, or scared... *should* the GM try and convey those ideas as strongly through narration? My answer to that is Yes, the GM should try. Why? In this particular instance, while you do have the mechanic that enforces it... those mechanics are ones that reduce player agency. The narrative helps the player buy in to that for the moment, by giving them a plausible in-character reason to play along. If, for example, in narration, I make it abundantly clear that the character's perceptions are of the room spinning to the point of nausea, the player might accept the confusion more deeply, and play along with it more in action choice - especially if they are not "a numbers person" who easily sees the impact of mechanical issues outright. [/QUOTE]
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