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General Tabletop Discussion
*TTRPGs General
Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="RenleyRenfield" data-source="post: 9850204" data-attributes="member: 7044197"><p>Except again, <strong>you are not actually saying anything correct</strong>. The above statement fundamentally does not understand what Play to Find out is.</p><p></p><p>"Play to find out" <strong>has nothing at all to do with</strong> = <em>"RPGs have pretty much always been about playing to find out what happens, what the PCs do, how situations are resolved, how puzzles are solved." </em></p><p></p><p></p><p>This is very very wrong. <strong> Play to find out is not a critique or condemnation or even commentary</strong>. Hopefully nobody is using that way, i certainly never would agree with doing that.</p><p></p><p></p><p>No. <strong>Wrong again</strong>. </p><p></p><p><em>Design language</em> is not for the players other than to maybe aid in helping them find out why game A played one way, but a similar themed game B played differently. </p><p></p><p>it's ok to make a game using "pass fail" rules</p><p>It's ok to make a game with "zero GM fiat" </p><p>it's ok to make a game with "100% GM fiat" </p><p>and so on and on and on. It's all good. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p><strong>Design language helps the designer a</strong>chieve the ways rules and presentation and wording support a specific style of play. </p><p></p><p>Play to find out is just one of may designs of a game, and speaks nothing at all about being 'better' or 'fixing problems' or whatever. </p><p></p><p>In the same way that we talk about GM no-roll systems... <strong>each type of design choice will influence play</strong>. </p><p></p><p>note: <em>There is no addendum for player-house rules/alterations. That's just a given in all things</em>.</p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9850204, member: 7044197"] Except again, [B]you are not actually saying anything correct[/B]. The above statement fundamentally does not understand what Play to Find out is. "Play to find out" [B]has nothing at all to do with[/B] = [I]"RPGs have pretty much always been about playing to find out what happens, what the PCs do, how situations are resolved, how puzzles are solved." [/I] This is very very wrong. [B] Play to find out is not a critique or condemnation or even commentary[/B]. Hopefully nobody is using that way, i certainly never would agree with doing that. No. [B]Wrong again[/B]. [I]Design language[/I] is not for the players other than to maybe aid in helping them find out why game A played one way, but a similar themed game B played differently. it's ok to make a game using "pass fail" rules It's ok to make a game with "zero GM fiat" it's ok to make a game with "100% GM fiat" and so on and on and on. It's all good. :) [B]Design language helps the designer a[/B]chieve the ways rules and presentation and wording support a specific style of play. Play to find out is just one of may designs of a game, and speaks nothing at all about being 'better' or 'fixing problems' or whatever. In the same way that we talk about GM no-roll systems... [B]each type of design choice will influence play[/B]. note: [I]There is no addendum for player-house rules/alterations. That's just a given in all things[/I]. [/QUOTE]
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Let's talk about "plot", "story", and "play to find out."
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