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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: 9853287" data-attributes="member: 7025508"><p>OK, fair enough.</p><p></p><p></p><p></p><p>I certainly agree.</p><p></p><p></p><p></p><p>Because you can usually also use the special armour for something else, to push yourself, so you might want to save it for that. Or the consequence for that specific thing is something you feel you can deal with and you want to save your special armour in case of something worse. Many reeasons. But I actually agree with you that from "what would the chracter do" perspective it probably makes most sense to use it in the first instance; like dad thing happens, I reflexively try to avoid it. Though of course it is somewhat questionable to what degree the chracter even is aware of such an ability in the first place.</p><p></p><p></p><p>Yeah, absolutely, that is not something I want to see in any game. And when I talk about playing smart or utilising the rules tactically, this is not what I mean. Characters can and should do stupid and reckless things. But should the player try to use mechanics smartly so that the character has better chances to survive their recklessness?</p><p></p><p></p><p></p><p></p><p>Forget the word "stop." It was really not the relevant part. I merely mean at to what degree you consider the implications of the mechanics when making the decisions in the game. Like Do you consider whether the next resist roll could fill your stress gauge or not when deciding whether to resist? Do you consider how many ticks there already are on the danger clock? Do you consider who can most afford to take stress when deciding a group action? All sort of these gamey things. What impact they have on your decision making?</p><p></p><p>Now the "stop" part might be relevant in sense that does you group ever spend time discussing these things in midst of a game?</p><p></p><p></p><p></p><p>Yes. And I think clocks and the stress gauge in Blades are rather similar.</p><p></p><p></p><p></p><p>Yes, sure. It was not about that though. My point is that like in D&D abstracted things like hit points and turn order may lead people thinking foremost in the terms of rules, similar abstracted thing in the Blades lead to this as well. That was my point.</p><p></p><p>And when the thinking gets on this sort of abstract tactical territory, making decisions based on "what my character would do" sorta becomes weird or even impossible. The character is not thinking in those terms to begin with.</p><p></p><p>And to sidestep arguing over how "meta" mechanics in Blades specifically are, let's just posit a hypothetical mechanic that clearly is meta. The player can spend a plot point to alter a scene, or alter a die result and that sort of things. So then a decision to what how to use this mechanic cannot be made by "what would the character do" metric, as it is not the character making decision about it.</p><p></p><p>And I think with sufficiently abstract and detached mechanics, we sorta get into similar territory.</p><p></p><p></p><p></p><p></p><p>It was not really about problem in our game, it was about some posters saying that making most interesting story was a player goal in the Blades.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9853287, member: 7025508"] OK, fair enough. I certainly agree. Because you can usually also use the special armour for something else, to push yourself, so you might want to save it for that. Or the consequence for that specific thing is something you feel you can deal with and you want to save your special armour in case of something worse. Many reeasons. But I actually agree with you that from "what would the chracter do" perspective it probably makes most sense to use it in the first instance; like dad thing happens, I reflexively try to avoid it. Though of course it is somewhat questionable to what degree the chracter even is aware of such an ability in the first place. Yeah, absolutely, that is not something I want to see in any game. And when I talk about playing smart or utilising the rules tactically, this is not what I mean. Characters can and should do stupid and reckless things. But should the player try to use mechanics smartly so that the character has better chances to survive their recklessness? Forget the word "stop." It was really not the relevant part. I merely mean at to what degree you consider the implications of the mechanics when making the decisions in the game. Like Do you consider whether the next resist roll could fill your stress gauge or not when deciding whether to resist? Do you consider how many ticks there already are on the danger clock? Do you consider who can most afford to take stress when deciding a group action? All sort of these gamey things. What impact they have on your decision making? Now the "stop" part might be relevant in sense that does you group ever spend time discussing these things in midst of a game? Yes. And I think clocks and the stress gauge in Blades are rather similar. Yes, sure. It was not about that though. My point is that like in D&D abstracted things like hit points and turn order may lead people thinking foremost in the terms of rules, similar abstracted thing in the Blades lead to this as well. That was my point. And when the thinking gets on this sort of abstract tactical territory, making decisions based on "what my character would do" sorta becomes weird or even impossible. The character is not thinking in those terms to begin with. And to sidestep arguing over how "meta" mechanics in Blades specifically are, let's just posit a hypothetical mechanic that clearly is meta. The player can spend a plot point to alter a scene, or alter a die result and that sort of things. So then a decision to what how to use this mechanic cannot be made by "what would the character do" metric, as it is not the character making decision about it. And I think with sufficiently abstract and detached mechanics, we sorta get into similar territory. It was not really about problem in our game, it was about some posters saying that making most interesting story was a player goal in the Blades. [/QUOTE]
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