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General Tabletop Discussion
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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: 9853032" data-attributes="member: 7025508"><p>So I actually agree with you here to a point. Mechanics can be tools to communicate the understanding that the characters have. The danger with this of course is that once when these mechanics are sufficiently abstracted you sort of have to think in their terms instead of in the terms of the fiction, and the game becomes more about the rules than the fiction. Like in D&D hit points are very abstract and gamey, so people often tend to mostly think about them just in tactical gameplay terms rather than what they represent. Harm in Blades being codified as specific injuries is a mechanical representation which is more robustly connected to the fiction, and thus avoids the fiction getting lost.</p><p></p><p></p><p></p><p>So you do not stop to consider the mechanics when you play? The sort of thought I described in my latest reply to [USER=7044099]@zakael19[/USER] do not enter your head? On what basis then you make decisions to whether a resits ticks on clock, use special armour etc then? Like I am not trying to be flippant, I am genuinely curious about how people think of these things.</p><p></p><p></p><p></p><p>I mean we discuss what works and what does with our gaming group all the time. It is not that it is either or. And I certainly do appreciate tips for making the game to work better, it is just that most responses are "Well, that just doesn't happen." Good for you, I guess, but it is not super helpful. <img class="smilie smilie--emoji" alt="🤷" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937.png" title="Person shrugging :person_shrugging:" data-shortname=":person_shrugging:" loading="lazy" width="64" height="64" /></p><p></p><p>But to me this also a game design discussion. About player goals, decision making, and what sort of incentives different sort of mechanics create etc. But it is so hard to discuss, as it is so impossible to find common ground even about the very basic axioms.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9853032, member: 7025508"] So I actually agree with you here to a point. Mechanics can be tools to communicate the understanding that the characters have. The danger with this of course is that once when these mechanics are sufficiently abstracted you sort of have to think in their terms instead of in the terms of the fiction, and the game becomes more about the rules than the fiction. Like in D&D hit points are very abstract and gamey, so people often tend to mostly think about them just in tactical gameplay terms rather than what they represent. Harm in Blades being codified as specific injuries is a mechanical representation which is more robustly connected to the fiction, and thus avoids the fiction getting lost. So you do not stop to consider the mechanics when you play? The sort of thought I described in my latest reply to [USER=7044099]@zakael19[/USER] do not enter your head? On what basis then you make decisions to whether a resits ticks on clock, use special armour etc then? Like I am not trying to be flippant, I am genuinely curious about how people think of these things. I mean we discuss what works and what does with our gaming group all the time. It is not that it is either or. And I certainly do appreciate tips for making the game to work better, it is just that most responses are "Well, that just doesn't happen." Good for you, I guess, but it is not super helpful. 🤷 But to me this also a game design discussion. About player goals, decision making, and what sort of incentives different sort of mechanics create etc. But it is so hard to discuss, as it is so impossible to find common ground even about the very basic axioms. [/QUOTE]
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