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Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="Crimson Longinus" data-source="post: 9853018" data-attributes="member: 7025508"><p>I mean based on your criteria, "fiction first" is meaningless; there is no RPG published that isn't that, as in any RPG the most rules are at least in some abstract sense connected to the fiction.</p><p></p><p></p><p></p><p>What I am talking about is gameplay that is mostly fuelled by the rules and fiction invented on top of that. Like if when sneaking in a mansion complication occurs and this results guards becoming suspicious and a clock ticks, then the discussion becomes about checking stress status and whether it is worth to resist or use special armour at this point or only when the lock is ticked next time and who should conserve their stress or special abilities for later. And then decision is made based on that, to for example a spider to use their special armour and then it is invented what this means in the fiction. It is hard to see that this waffling about resources and the tactics consideration reflect in meaningful sense anything that is going on in the fiction. It is just tactics discussion based on mechanics, and then some fiction is spun from it afterwards. And it doesn't need to be even a discussion, it can be just the player making decisions based on these factors in their head. It not about the fiction.</p><p></p><p>And yes, you can try avoid this, but also because the rules are so abstract, it invites it. You must think in terms of these mechanics for the game to even function.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9853018, member: 7025508"] I mean based on your criteria, "fiction first" is meaningless; there is no RPG published that isn't that, as in any RPG the most rules are at least in some abstract sense connected to the fiction. What I am talking about is gameplay that is mostly fuelled by the rules and fiction invented on top of that. Like if when sneaking in a mansion complication occurs and this results guards becoming suspicious and a clock ticks, then the discussion becomes about checking stress status and whether it is worth to resist or use special armour at this point or only when the lock is ticked next time and who should conserve their stress or special abilities for later. And then decision is made based on that, to for example a spider to use their special armour and then it is invented what this means in the fiction. It is hard to see that this waffling about resources and the tactics consideration reflect in meaningful sense anything that is going on in the fiction. It is just tactics discussion based on mechanics, and then some fiction is spun from it afterwards. And it doesn't need to be even a discussion, it can be just the player making decisions based on these factors in their head. It not about the fiction. And yes, you can try avoid this, but also because the rules are so abstract, it invites it. You must think in terms of these mechanics for the game to even function. [/QUOTE]
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