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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="Lanefan" data-source="post: 9852775" data-attributes="member: 29398"><p>My own personal experience with this is that while I might sometimes get a sense of some pending thing happening, the achieved accuracy of that sense both in outcome and in timing ranges from mediocre to abysmal.</p><p></p><p>Given that, I don't assume any greater degree of intuition on the part of my characters until-unless something in the game tells me I can; on which the fiction becomes that much less believable.</p><p></p><p>As a player, the narration of slowly-approaching doom (if done at all well) would or should be enough for me to roleplay the increasing stress being placed on my character. A player-facing clock or counter would a) needlessly add out-of-character stress on me-the-player and b) make that sense of impending doom far more accurate in terms of timing and-or nearness than seems believable.</p><p></p><p>Conan might, though - were he more math-and-stats inclined - have all the other warriors he meets, plus himself, test their strengths* against each other and then come up with a rough numeretic scale to represent how strong each warrior is in relation to the others and to himself. It wouldn't be a nice neat 3-18 bell curve, of course, as that's supposed to cover the whole population rather than just the elite warrior types, but it'd still be a numeric representation of relative strength among those he hangs out with within the fiction he inhabits.</p><p></p><p>Hard to see how the same could apply to a clock where the characters can't necessarily see or know what's coming, or how far off it is.</p><p></p><p>* - something less easy to objectively test and compare, such as Charisma, would suit your point better, as at least some of that is in the eye-ear-head-heart of each individual beholder.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9852775, member: 29398"] My own personal experience with this is that while I might sometimes get a sense of some pending thing happening, the achieved accuracy of that sense both in outcome and in timing ranges from mediocre to abysmal. Given that, I don't assume any greater degree of intuition on the part of my characters until-unless something in the game tells me I can; on which the fiction becomes that much less believable. As a player, the narration of slowly-approaching doom (if done at all well) would or should be enough for me to roleplay the increasing stress being placed on my character. A player-facing clock or counter would a) needlessly add out-of-character stress on me-the-player and b) make that sense of impending doom far more accurate in terms of timing and-or nearness than seems believable. Conan might, though - were he more math-and-stats inclined - have all the other warriors he meets, plus himself, test their strengths* against each other and then come up with a rough numeretic scale to represent how strong each warrior is in relation to the others and to himself. It wouldn't be a nice neat 3-18 bell curve, of course, as that's supposed to cover the whole population rather than just the elite warrior types, but it'd still be a numeric representation of relative strength among those he hangs out with within the fiction he inhabits. Hard to see how the same could apply to a clock where the characters can't necessarily see or know what's coming, or how far off it is. * - something less easy to objectively test and compare, such as Charisma, would suit your point better, as at least some of that is in the eye-ear-head-heart of each individual beholder. [/QUOTE]
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Let's talk about "plot", "story", and "play to find out."
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