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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: 9852594" data-attributes="member: 7044099"><p>What "it" is being denied? That you engage with the mechanics of the game?</p><p></p><p></p><p></p><p>No, it makes it a game that's not great "if you prefer being in a first person/character perspective at all times."</p><p></p><p>Anything further then that is entirely a matter of personal preference and feeling around a term that we've beaten to death many times over the last year-ish alone that I've been participating here much less the many many years folks have cited.</p><p></p><p></p><p></p><p>It says "dont agonize over making the 'best' decision, make the most interesting one, because you've got plenty of resources to arc things towards your goals anyway." If the core of AW was building a system which forces you to in Baker's words "say cool sh't" to get anything done, BITD is a game build as a system to "avoid over planning."</p><p></p><p></p><p></p><p>The game wants you to take the most interesting fork int eh road, not waste time figuring out the "most optimal" or taking an entire session planning what-ifs, or whatever. Just fling forward and do a Flashback when you need to.</p><p></p><p>For what it's worth <em>I dont like core Blades or Doskvol at all. </em>But I respect the Intention that Harper designed, and the system has given rise to other games I think are really cool.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9852594, member: 7044099"] What "it" is being denied? That you engage with the mechanics of the game? No, it makes it a game that's not great "if you prefer being in a first person/character perspective at all times." Anything further then that is entirely a matter of personal preference and feeling around a term that we've beaten to death many times over the last year-ish alone that I've been participating here much less the many many years folks have cited. It says "dont agonize over making the 'best' decision, make the most interesting one, because you've got plenty of resources to arc things towards your goals anyway." If the core of AW was building a system which forces you to in Baker's words "say cool sh't" to get anything done, BITD is a game build as a system to "avoid over planning." The game wants you to take the most interesting fork int eh road, not waste time figuring out the "most optimal" or taking an entire session planning what-ifs, or whatever. Just fling forward and do a Flashback when you need to. For what it's worth [I]I dont like core Blades or Doskvol at all. [/I]But I respect the Intention that Harper designed, and the system has given rise to other games I think are really cool. [/QUOTE]
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Let's talk about "plot", "story", and "play to find out."
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