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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="Crimson Longinus" data-source="post: 9851372" data-attributes="member: 7025508"><p>OK, interesting. </p><p></p><p></p><p></p><p>I think that the Apocalypse Word is so obviously structured completely differently than say, D&D and other more trad games, so it makes it clearer that it should be approached differently. But I don't know, I am just theorising.</p><p></p><p></p><p></p><p>Because the cost are boring mechanical stuff that are recovered with more boring mechanical stuff. Got stress, use downtime action to recover later, got heat, use reduce heat, got damage, use downtime to heal. And it can create tension, but it in itself does not create <em>interesting fiction!</em> It does not create <em>a compelling story!</em> (The topic of the thread!) That requires, events, plot twists etc, so consequences that create those are better for the story!</p><p></p><p></p><p></p><p>Like you do not just roll prowl to sneak past a guard, trying to pick a lock silently, survey area for Bluecoats etc? How the system works if you roll to resist making noise when you try to silently sneak past someone you can be taken out of scene because you were so traumatised by it, and that is just ludicrous. Like my character go his trauma from from a scene where a person accidentally revealed that they were the one who had killed my character's parents years ago, and my character killed them in cold blood on the spot. That I think was more appropriate, and timing it so certainly was not an accident. The system does not differentiate between sneaking past a cook and fighting a person who murdered your parents, both can result a trauma just the same.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9851372, member: 7025508"] OK, interesting. I think that the Apocalypse Word is so obviously structured completely differently than say, D&D and other more trad games, so it makes it clearer that it should be approached differently. But I don't know, I am just theorising. Because the cost are boring mechanical stuff that are recovered with more boring mechanical stuff. Got stress, use downtime action to recover later, got heat, use reduce heat, got damage, use downtime to heal. And it can create tension, but it in itself does not create [I]interesting fiction![/I] It does not create [I]a compelling story![/I] (The topic of the thread!) That requires, events, plot twists etc, so consequences that create those are better for the story! Like you do not just roll prowl to sneak past a guard, trying to pick a lock silently, survey area for Bluecoats etc? How the system works if you roll to resist making noise when you try to silently sneak past someone you can be taken out of scene because you were so traumatised by it, and that is just ludicrous. Like my character go his trauma from from a scene where a person accidentally revealed that they were the one who had killed my character's parents years ago, and my character killed them in cold blood on the spot. That I think was more appropriate, and timing it so certainly was not an accident. The system does not differentiate between sneaking past a cook and fighting a person who murdered your parents, both can result a trauma just the same. [/QUOTE]
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Let's talk about "plot", "story", and "play to find out."
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