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*TTRPGs General
Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="zakael19" data-source="post: 9845372" data-attributes="member: 7044099"><p>Ok! I mean, people talk about GM forward OSR play as being totally obvious and easy to do and I bounce off it hard for a variety of reasons so like, got it that different people have different gaming preferences.</p><p></p><p>But.</p><p></p><p>Lets rewrite a couple of Actions.</p><p></p><p>"When you entangle a target in close combat so they can't easily escape, Roll Skirmish."</p><p></p><p>This is pretty obvious, right? You're in<em> close comba</em>t, and you're trying to <em>keep them there</em> (and probably win).</p><p></p><p>Lets compare to Wreck.</p><p></p><p>"When you unleash savage force, roll Wreck."</p><p></p><p>The text here says "yeah, we can see that you might want to use this in close combat, and you could? Maybe? But it's not really <em>fighting</em> and it might be a lot harder to pull off - skirmish is probably want you want here."</p><p></p><p>But then you figure out that no, I'm not trying to like, fight them. I want to actually just smash into the knot of Bluecloaks and ideally send them flying so my crew can get past. I'm not skirmishing, in that my goal isn't to <em>fight </em>people - the effect is "you bowl the blue cloaks over and they have to pull themselves together" but teh position is probably Desperate - you're facing a bunch of folks with swords and guns with your body and a hammer or something (see: a literal example on p181 of how Wreck isn't ideal for fighting).</p><p></p><p>So the absolute core idea is to <em>get a player to say what their character does </em>that <em>makes interesting fiction. </em>And sometimes accept that it's not with your best stats because failure is often interesting (Player Best Practices: Don't Be a Weasel / Go Into Danger, Fall in Love with Trouble).</p><p></p><p>Finally, p170 of the core book forward has way more detailed discussions of what an Action is, isn't, and what different Positions look like then I've seen in the vast majority of TTRPGs.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9845372, member: 7044099"] Ok! I mean, people talk about GM forward OSR play as being totally obvious and easy to do and I bounce off it hard for a variety of reasons so like, got it that different people have different gaming preferences. But. Lets rewrite a couple of Actions. "When you entangle a target in close combat so they can't easily escape, Roll Skirmish." This is pretty obvious, right? You're in[I] close comba[/I]t, and you're trying to [I]keep them there[/I] (and probably win). Lets compare to Wreck. "When you unleash savage force, roll Wreck." The text here says "yeah, we can see that you might want to use this in close combat, and you could? Maybe? But it's not really [I]fighting[/I] and it might be a lot harder to pull off - skirmish is probably want you want here." But then you figure out that no, I'm not trying to like, fight them. I want to actually just smash into the knot of Bluecloaks and ideally send them flying so my crew can get past. I'm not skirmishing, in that my goal isn't to [I]fight [/I]people - the effect is "you bowl the blue cloaks over and they have to pull themselves together" but teh position is probably Desperate - you're facing a bunch of folks with swords and guns with your body and a hammer or something (see: a literal example on p181 of how Wreck isn't ideal for fighting). So the absolute core idea is to [I]get a player to say what their character does [/I]that [I]makes interesting fiction. [/I]And sometimes accept that it's not with your best stats because failure is often interesting (Player Best Practices: Don't Be a Weasel / Go Into Danger, Fall in Love with Trouble). Finally, p170 of the core book forward has way more detailed discussions of what an Action is, isn't, and what different Positions look like then I've seen in the vast majority of TTRPGs. [/QUOTE]
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