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<blockquote data-quote="thefutilist" data-source="post: 9851617" data-attributes="member: 7044566"><p>We get into this a bit in the generative resolution thread. I dislike the narr/sim framing though. From where I stand AD&D is closer to Blades than Vampire the Masquerade is. Vampire (and most 90’s games) were still taking their cues from 2E D&D but at that point I’m not sure the system knew what it was doing. I really consider 90’s resolution mechanics a bit of a mess.</p><p></p><p>Have you ever played The Quiet Year or 1000 year old Vampire? They’re prompt based games. So you’ll roll a prompt such as ‘a new cult appears’, and then work that into the fiction. In that regard it would be like the trauma example. We know you’ve got trauma and now we have to explain how.</p><p></p><p>To what degree is that different from say, failing to hack a computer? In a more trad game we might roll and fail and we still have to work that into the fiction, or elide it. I do think there are discrete differences but I don’t think the differences necessary have much to do with the fictional position or what the mechanics represent.</p><p></p><p>Anyway in the case of Blades it’s kind of a mute point because as I said earlier, Blades wants to use the system and that means engaging with the currency on an authorial level. If you don’t do that then it’s just a lot of moving parts that don’t add much value and actually get in the way.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9851617, member: 7044566"] We get into this a bit in the generative resolution thread. I dislike the narr/sim framing though. From where I stand AD&D is closer to Blades than Vampire the Masquerade is. Vampire (and most 90’s games) were still taking their cues from 2E D&D but at that point I’m not sure the system knew what it was doing. I really consider 90’s resolution mechanics a bit of a mess. Have you ever played The Quiet Year or 1000 year old Vampire? They’re prompt based games. So you’ll roll a prompt such as ‘a new cult appears’, and then work that into the fiction. In that regard it would be like the trauma example. We know you’ve got trauma and now we have to explain how. To what degree is that different from say, failing to hack a computer? In a more trad game we might roll and fail and we still have to work that into the fiction, or elide it. I do think there are discrete differences but I don’t think the differences necessary have much to do with the fictional position or what the mechanics represent. Anyway in the case of Blades it’s kind of a mute point because as I said earlier, Blades wants to use the system and that means engaging with the currency on an authorial level. If you don’t do that then it’s just a lot of moving parts that don’t add much value and actually get in the way. [/QUOTE]
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