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Jon Peterson: Does System Matter?
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<blockquote data-quote="Manbearcat" data-source="post: 8218099" data-attributes="member: 6696971"><p>Back to this move I posted just above:</p><p></p><p></p><p></p><p>* If system didn't matter, then it wouldn't make a difference if this procedure was table-facing or GM-facing.</p><p></p><p>* If system didn't matter, then it wouldn't make a difference if the result spread and the mathematical distribution was perturbed (12+ = the desired effect comes to pass, 10-11 = the desired effect comes to pass but you lose 1 Adventuring Gear, 9- = you lose 1 AG and face a danger).</p><p></p><p>* If system didn't matter, then it wouldn't make a difference if the economy of Adventuring Gear to Gear Score was entirely different (7+ = +3 and 5-6 = +2 etc).</p><p></p><p>* If system didn't matter then the Load/Encumbrance system and how much load Adventuring Gear is either wouldn't be integrated with the rest of the system, would be hand-waved away, would be handled by GM fiat, or would be a different numerical relationship.</p><p></p><p>* If system didn't matter, then it wouldn't make a difference if you subbed out <em>"fill their lives with danger", "play to find out what happens", and "follow through (with whatever threat the telegraphed obstacle can bring to bear when the dice result, 6-, says you need to make a move)"</em> for <em>"tell an interesting story and ignore the rules/resolution mechanics if they get in the way with that".</em></p><p></p><p>* If system didn't matter, then it wouldn't make a difference if the Adventuring Gear system wasn't an abstract, catch-all, consumable for gear/supplies where you tick a box/mark a use (and refill them if you gain some) vs being discretized and was reusable/at-will vs consumable.</p><p></p><p><em>*</em> If system didn't matter, then it wouldn't make a difference if you presented a table-facing, 6 wedge Danger Clock titled "The Sorcerer's Gaze" that ticks (a) every new Journey phase, (b) can tick 1 on a 7-9, or (c) can tick 2 on a 6- (or 1 and a minor complication) and when it fills a Danger manifests as a byproduct of "The Sorcerer's Gaze" (rinse repeat until the Sorcerer is defeated). If it was GM-facing only it wouldn't matter. If the machinery that triggered ticking of the Clock was opaque it wouldn't matter. If it was all arbitrarily done by GM feel or whim it wouldn't matter. </p><p></p><p>[HR][/HR]</p><p></p><p>This is one singular move and the moving parts integrated with it. Perturb a single one and play changes significantly. </p><p></p><p>This isn't an entire system. Its one, small procedural chunk of play.</p><p></p><p>Making all of this discrete/modular rather than integrated, making all of this GM-facing rather than table-facing, and giving the GM the authority to ignore results or procedures at their "story-mandate-discretion" doesn't suddenly translate to "system doesn't matter." It robustly (and obviously so) makes the case for "system matters (and incredibly so)."</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8218099, member: 6696971"] Back to this move I posted just above: * If system didn't matter, then it wouldn't make a difference if this procedure was table-facing or GM-facing. * If system didn't matter, then it wouldn't make a difference if the result spread and the mathematical distribution was perturbed (12+ = the desired effect comes to pass, 10-11 = the desired effect comes to pass but you lose 1 Adventuring Gear, 9- = you lose 1 AG and face a danger). * If system didn't matter, then it wouldn't make a difference if the economy of Adventuring Gear to Gear Score was entirely different (7+ = +3 and 5-6 = +2 etc). * If system didn't matter then the Load/Encumbrance system and how much load Adventuring Gear is either wouldn't be integrated with the rest of the system, would be hand-waved away, would be handled by GM fiat, or would be a different numerical relationship. * If system didn't matter, then it wouldn't make a difference if you subbed out [I]"fill their lives with danger", "play to find out what happens", and "follow through (with whatever threat the telegraphed obstacle can bring to bear when the dice result, 6-, says you need to make a move)"[/I] for [I]"tell an interesting story and ignore the rules/resolution mechanics if they get in the way with that".[/I] * If system didn't matter, then it wouldn't make a difference if the Adventuring Gear system wasn't an abstract, catch-all, consumable for gear/supplies where you tick a box/mark a use (and refill them if you gain some) vs being discretized and was reusable/at-will vs consumable. [I]*[/I] If system didn't matter, then it wouldn't make a difference if you presented a table-facing, 6 wedge Danger Clock titled "The Sorcerer's Gaze" that ticks (a) every new Journey phase, (b) can tick 1 on a 7-9, or (c) can tick 2 on a 6- (or 1 and a minor complication) and when it fills a Danger manifests as a byproduct of "The Sorcerer's Gaze" (rinse repeat until the Sorcerer is defeated). If it was GM-facing only it wouldn't matter. If the machinery that triggered ticking of the Clock was opaque it wouldn't matter. If it was all arbitrarily done by GM feel or whim it wouldn't matter. [HR][/HR] This is one singular move and the moving parts integrated with it. Perturb a single one and play changes significantly. This isn't an entire system. Its one, small procedural chunk of play. Making all of this discrete/modular rather than integrated, making all of this GM-facing rather than table-facing, and giving the GM the authority to ignore results or procedures at their "story-mandate-discretion" doesn't suddenly translate to "system doesn't matter." It robustly (and obviously so) makes the case for "system matters (and incredibly so)." [/QUOTE]
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