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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: 9852598" data-attributes="member: 7025508"><p>No, not quite. This is why I kept asking how it is being telegraphed how far the clock is. The characters don't need to know the exact numbers, but they should know things like "we can afford one more blunder" if it shows that the clock cannot be filled by the next consequence, as they will make decisions based on that, and I think that sort of knowledge is pretty hard to justify. I think soft move and hard move type two step process is usually significantly easier to align with character knowledge than four to eight step escalation of the clocks. </p><p></p><p></p><p></p><p>I mean yeah, I said that decision making in D&D style combat becomes pretty meta. </p><p></p><p>I find that gameplay during the score in Blades where the skills are used, special armours deployed, stress points counted and decisions made based on all of these mechanical widgets becomes pretty meta, and yeah, quite similar than in D&D combat where the players consider all sort of pretty detached mechanical widgets in that system.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9852598, member: 7025508"] No, not quite. This is why I kept asking how it is being telegraphed how far the clock is. The characters don't need to know the exact numbers, but they should know things like "we can afford one more blunder" if it shows that the clock cannot be filled by the next consequence, as they will make decisions based on that, and I think that sort of knowledge is pretty hard to justify. I think soft move and hard move type two step process is usually significantly easier to align with character knowledge than four to eight step escalation of the clocks. I mean yeah, I said that decision making in D&D style combat becomes pretty meta. I find that gameplay during the score in Blades where the skills are used, special armours deployed, stress points counted and decisions made based on all of these mechanical widgets becomes pretty meta, and yeah, quite similar than in D&D combat where the players consider all sort of pretty detached mechanical widgets in that system. [/QUOTE]
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Let's talk about "plot", "story", and "play to find out."
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