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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="hawkeyefan" data-source="post: 9853354" data-attributes="member: 6785785"><p>I mean, we're playing games. If people want to say "rules are icky" I'm gonna call it silly. Especially knowing that you like Level Up and other forms of D&D and there are tons of mechanics involved all the time. I can't really understand the cherry picking involved of what rules are acceptable and what are not... so there doesn't appear to be any logic to it that I can discern other than your own personal taste. And that's fine... you can say that one rule harms your immersion and another doesn't just by feel... but that doesn't mean I have to agree or think that's a very clear way to determine such things. </p><p></p><p></p><p></p><p>What "meta-information" are you talking about? Do you mean the Clock itself? It's not outside the game... it is part of the game. I've already explained to you that these things represent something in the fiction... so why would my character not consider them? To use my last example, if the "Bluecoats Arrive" clock is at 3 out of 4 ticks... it means they're practically on the scene. The character is going to hear whistles and shouts and so on... and they then use that information to make decisions. </p><p></p><p></p><p></p><p>Well no one said first person thinking is required. I freely bounce from first to third person at times because I find doing so helps me as a player. And as a GM I'm in no way interested in dictating to players how they choose to engage with the game. </p><p></p><p>But aside from that, why would I stop thinking about that? Why would the character not be thinking "Oh man, the Bluecoats are nearly here... we better wrap this up quick before they show up" or even "I wonder if there's anything I can do to slow them down" which would result in unticking the clock or something similar. </p><p></p><p>There's no reason that the GM must be the sole and total source of information to the players about what's happening in the game. There are tools the GM can use. Why not do so?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9853354, member: 6785785"] I mean, we're playing games. If people want to say "rules are icky" I'm gonna call it silly. Especially knowing that you like Level Up and other forms of D&D and there are tons of mechanics involved all the time. I can't really understand the cherry picking involved of what rules are acceptable and what are not... so there doesn't appear to be any logic to it that I can discern other than your own personal taste. And that's fine... you can say that one rule harms your immersion and another doesn't just by feel... but that doesn't mean I have to agree or think that's a very clear way to determine such things. What "meta-information" are you talking about? Do you mean the Clock itself? It's not outside the game... it is part of the game. I've already explained to you that these things represent something in the fiction... so why would my character not consider them? To use my last example, if the "Bluecoats Arrive" clock is at 3 out of 4 ticks... it means they're practically on the scene. The character is going to hear whistles and shouts and so on... and they then use that information to make decisions. Well no one said first person thinking is required. I freely bounce from first to third person at times because I find doing so helps me as a player. And as a GM I'm in no way interested in dictating to players how they choose to engage with the game. But aside from that, why would I stop thinking about that? Why would the character not be thinking "Oh man, the Bluecoats are nearly here... we better wrap this up quick before they show up" or even "I wonder if there's anything I can do to slow them down" which would result in unticking the clock or something similar. There's no reason that the GM must be the sole and total source of information to the players about what's happening in the game. There are tools the GM can use. Why not do so? [/QUOTE]
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