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Judgement calls vs "railroading"
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<blockquote data-quote="pemerton" data-source="post: 7082386" data-attributes="member: 42582"><p>A recurrent theme in threads that touch on what I have called "player-driven" RPGing is that the idea of player influence on play very quickly gets conflated, by at least some posters, with players authoring their own challenges, or players resolving situations by introducing novel fitional elements in a way that is somehow external to the action resolution mechanics.</p><p></p><p>I think that conflation tends to miss the way that quite a few RPGs are played.</p><p></p><p>For instance, when the player of a fighter in a 4e game uses CaGI, that is not an authoring by that player of his/her own challenge; and it is not solving the challenge by way of introducing some novel fictional element that circumvents action resolution. In the fiction, it can correspond to a range of possibilities, depending on context (eg most of the time in my game it represents the dwarven polearm master defeating his enemies by dint of superior footwork and weapon handling; the first time it was used, some of the forced movement was narrated as goblins, who had been fleeing down a corridor, turning around to avoid being cut down from behind); in the play of the game, it is just another status-imposition attack, like the many others found in that and other editions of D&D.</p><p></p><p>In my BW game, when the player says "I look around for a vessel to catch the spilling blood", and I then call for a Perception check, both phenomenoligically and mechanically I don't find it fundamentally different from any other action declaration. The fact that, as a consequence of success, it is now established that there is a vessel in the room, whereas before it was uncertain, is no different (in my experience) from the myriad other elements of fiction that get established as part of the resolution of action declarations.</p><p></p><p>In Cortex/MHRP you don't have to pay to <em>use</em> your fictional positioning - you just have to play to <em>establish</em> it (in the form of an asset)!</p><p></p><p>It makes the game very different from, say, BW. Or even 4e.</p><p></p><p>Should the bit that I've bolded read <em>less difficult</em>?</p></blockquote><p></p>
[QUOTE="pemerton, post: 7082386, member: 42582"] A recurrent theme in threads that touch on what I have called "player-driven" RPGing is that the idea of player influence on play very quickly gets conflated, by at least some posters, with players authoring their own challenges, or players resolving situations by introducing novel fitional elements in a way that is somehow external to the action resolution mechanics. I think that conflation tends to miss the way that quite a few RPGs are played. For instance, when the player of a fighter in a 4e game uses CaGI, that is not an authoring by that player of his/her own challenge; and it is not solving the challenge by way of introducing some novel fictional element that circumvents action resolution. In the fiction, it can correspond to a range of possibilities, depending on context (eg most of the time in my game it represents the dwarven polearm master defeating his enemies by dint of superior footwork and weapon handling; the first time it was used, some of the forced movement was narrated as goblins, who had been fleeing down a corridor, turning around to avoid being cut down from behind); in the play of the game, it is just another status-imposition attack, like the many others found in that and other editions of D&D. In my BW game, when the player says "I look around for a vessel to catch the spilling blood", and I then call for a Perception check, both phenomenoligically and mechanically I don't find it fundamentally different from any other action declaration. The fact that, as a consequence of success, it is now established that there is a vessel in the room, whereas before it was uncertain, is no different (in my experience) from the myriad other elements of fiction that get established as part of the resolution of action declarations. In Cortex/MHRP you don't have to pay to [I]use[/I] your fictional positioning - you just have to play to [I]establish[/I] it (in the form of an asset)! It makes the game very different from, say, BW. Or even 4e. Should the bit that I've bolded read [I]less difficult[/I]? [/QUOTE]
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