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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: 9852813" data-attributes="member: 7025508"><p>Ah, the dreaded i-word! My bad, and perhaps indeed better not redo that debate again.</p><p></p><p></p><p></p><p>But if players are not supposed to use these mechanics intelligently, why are the mechanics there? If the players are not supposed to use information provided by the clocks to better coordinate their response why are we having clocks? If the players are not supposed to manage the stress expenditure, why are we having a stress gauge? This is not a rules light game. It has lot of mechanical widgets. It is counterproductive to put them there if the players are not supposed to think about how to use them! Here is your stolen car, go wild! Oh and here are all the gauges and levers that help you to drive safely and economically. Why?</p><p><img class="smilie smilie--emoji" alt="😵💫" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f635-1f4ab.png" title="Face with spiral eyes :face_with_spiral_eyes:" data-shortname=":face_with_spiral_eyes:" loading="lazy" width="64" height="64" /> </p><p></p><p></p><p></p><p></p><p>We don't use that part of deep cuts. (perhaps we should,) but it also does not seem to fully address the issue.</p><p></p><p></p><p></p><p>I like the pseudo-victorian criminals angle, though it is a bit limiting and things might get a tad repetitive in the long run and I like the overall vibe of the setting and most of the mundane details and factions. I however do not like most of the fantastic elements of the setting, the eternal night, the commoditisation of ghosts etc. I don't think they really add to the setting nor are their implications well thought trough. But that latter of course is common to many fantasy settings.</p><p></p><p>I know of Scum and Villainy, and that seems like really cool concept to me (and you get a spaceship!) What others are there?</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9852813, member: 7025508"] Ah, the dreaded i-word! My bad, and perhaps indeed better not redo that debate again. But if players are not supposed to use these mechanics intelligently, why are the mechanics there? If the players are not supposed to use information provided by the clocks to better coordinate their response why are we having clocks? If the players are not supposed to manage the stress expenditure, why are we having a stress gauge? This is not a rules light game. It has lot of mechanical widgets. It is counterproductive to put them there if the players are not supposed to think about how to use them! Here is your stolen car, go wild! Oh and here are all the gauges and levers that help you to drive safely and economically. Why? 😵💫 We don't use that part of deep cuts. (perhaps we should,) but it also does not seem to fully address the issue. I like the pseudo-victorian criminals angle, though it is a bit limiting and things might get a tad repetitive in the long run and I like the overall vibe of the setting and most of the mundane details and factions. I however do not like most of the fantastic elements of the setting, the eternal night, the commoditisation of ghosts etc. I don't think they really add to the setting nor are their implications well thought trough. But that latter of course is common to many fantasy settings. I know of Scum and Villainy, and that seems like really cool concept to me (and you get a spaceship!) What others are there? [/QUOTE]
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Community
General Tabletop Discussion
*TTRPGs General
Let's talk about "plot", "story", and "play to find out."
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