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General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
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<blockquote data-quote="Manbearcat" data-source="post: 7063352" data-attributes="member: 6696971"><p>Fascinating. Why not? Because you want to model learning curve? How is xp rewarded in your game?</p><p></p><p></p><p></p><p>Sorry. Operant Conditioning Chamber. Subject animal (in this case humans) is in a controlled environment. Subject animal has a basic need. Some sort of apparatus is introduced to obtain that need (classically a lever or a switch for food or water). Subject animal learns to manipulate said apparatus to obtain fulfillment of basic need. </p><p></p><p>So here we're talking about the game's basic need to address premise and play risky married to the player's basic need of character progression and chosen archetype manifesting in the fiction.</p><p></p><p>Reward Cycle.</p><p></p><p></p><p></p><p>Again, fascinating. Are you talking about stuff related to GM agency or player agency? Or are you talking about stuff like genre mash-up? </p><p></p><p>Let's imagine a scenario where you're gaming and all of the stuff that you want to happen in actual play is just plain happening by following the rules (not subordinating them). The GM isn't exercising any more agency than the system requires of them (and the system states that their agency ends where the players' agency and the system's agency begins). The GM isn't bearing any extra cognitive workload beyond what the system requires of them (so they're mentally fresh and vigorous to flex their creativity muscle to the max and able to sustain it).</p><p></p><p>What would be the value in upending that equilibrium? </p><p></p><p>Or do you think that equilibrium is absolutely impossible to achieve by following a system's rules? </p><p></p><p>Or are you saying something else?</p><p></p><p>Can you give a hypothetical play example of something that you believe is completely impossible for a principled system (with coherent/robust rules) to achieve?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7063352, member: 6696971"] Fascinating. Why not? Because you want to model learning curve? How is xp rewarded in your game? Sorry. Operant Conditioning Chamber. Subject animal (in this case humans) is in a controlled environment. Subject animal has a basic need. Some sort of apparatus is introduced to obtain that need (classically a lever or a switch for food or water). Subject animal learns to manipulate said apparatus to obtain fulfillment of basic need. So here we're talking about the game's basic need to address premise and play risky married to the player's basic need of character progression and chosen archetype manifesting in the fiction. Reward Cycle. Again, fascinating. Are you talking about stuff related to GM agency or player agency? Or are you talking about stuff like genre mash-up? Let's imagine a scenario where you're gaming and all of the stuff that you want to happen in actual play is just plain happening by following the rules (not subordinating them). The GM isn't exercising any more agency than the system requires of them (and the system states that their agency ends where the players' agency and the system's agency begins). The GM isn't bearing any extra cognitive workload beyond what the system requires of them (so they're mentally fresh and vigorous to flex their creativity muscle to the max and able to sustain it). What would be the value in upending that equilibrium? Or do you think that equilibrium is absolutely impossible to achieve by following a system's rules? Or are you saying something else? Can you give a hypothetical play example of something that you believe is completely impossible for a principled system (with coherent/robust rules) to achieve? [/QUOTE]
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Judgement calls vs "railroading"
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