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General Tabletop Discussion
*TTRPGs General
Let's talk Procedure of Play
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<blockquote data-quote="Composer99" data-source="post: 9865966" data-attributes="member: 7030042"><p><a href="https://www.drivethrurpg.com/en/product/497353/dolmenwood-player-s-book" target="_blank">Dolmenwood</a>, as a variant of Old-School Essentials - which in turn is a retroclone of B/X D&D, is chock-a-block full of procedures:</p><ol> <li data-xf-list-type="ol">The game identifies a "Basic Game Procedure" (Player's Book, pp. 138-139) which resembles what's discussed by <a href="https://www.enworld.org/threads/lets-talk-procedure-of-play.718089/post-9865533" target="_blank">Umbran</a> and <a href="https://www.enworld.org/threads/lets-talk-procedure-of-play.718089/post-9865564" target="_blank">Willie the Duck</a>. I've included a screen capture of the outline of this procedure. It also greatly resembles the three-step basic procedure of D&D 5e (2014 PHB 6 or 2024 PHB 8).</li> <li data-xf-list-type="ol">The game has a daily travel procedure (PB 156-157).</li> <li data-xf-list-type="ol">The game has a distinct camping procedure (PB 158-159).</li> <li data-xf-list-type="ol">The game has a distinct daily "spend time in town" procedure (PB 160-161).</li> <li data-xf-list-type="ol">The game has a dungeon exploration procedure (PB 162-163).</li> <li data-xf-list-type="ol">The game also has procedures for encounters (PB 164-165) and combat (PB 166-167).</li> </ol><p>I would contrast these with the rules detailed on pp. 144-145 of the Player's Book, which I would take to count as <em>mechanics</em> using the implicit definition/assumption in this thread.</p><p></p><p>[ATTACH=full]430379[/ATTACH]</p><p></p><p>Games with similar procedure-heavy gameplay would be the OSR-influenced <a href="https://killjestergames.itch.io/errant" target="_blank">Errant</a> or the OSR-and-4e-influenced <a href="https://tundalus.itch.io/trespasser" target="_blank">Trespasser</a>.</p><p></p><p>To take a pass at differentiating between <em>mechanics</em> and <em>procedures</em>, I would say that mechanics <em><strong>can</strong></em> be elementary or fundamental, but don't have to be, while procedures <em><strong>can't</strong></em>.</p><p></p><p>When I refer to game mechanics being capable of being elementary or fundamental, I have in mind fundamental particles; that is, a mechanic is elementary if it is unable to be broken down into self-contained, fully-functional mechanics. For instance, making an attack in D&D 5e, as detailed in 2014 PHB 194, strikes me as elementary or fundamental: its constituent steps can't be resolved individually when shorn from the context of making an attack - at first glance, at least.</p><p></p><p>To my mind, then, a procedure of play cannot be elementary; it will necessarily invoke more elementary or fundamental mechanics. For instance, the combat procedure in Dolmenwood invokes the mechanics for making attacks, which can function effectively even outside of the context of combat.</p></blockquote><p></p>
[QUOTE="Composer99, post: 9865966, member: 7030042"] [URL='https://www.drivethrurpg.com/en/product/497353/dolmenwood-player-s-book']Dolmenwood[/URL], as a variant of Old-School Essentials - which in turn is a retroclone of B/X D&D, is chock-a-block full of procedures: [LIST=1] [*]The game identifies a "Basic Game Procedure" (Player's Book, pp. 138-139) which resembles what's discussed by [URL='https://www.enworld.org/threads/lets-talk-procedure-of-play.718089/post-9865533']Umbran[/URL] and [URL='https://www.enworld.org/threads/lets-talk-procedure-of-play.718089/post-9865564']Willie the Duck[/URL]. I've included a screen capture of the outline of this procedure. It also greatly resembles the three-step basic procedure of D&D 5e (2014 PHB 6 or 2024 PHB 8). [*]The game has a daily travel procedure (PB 156-157). [*]The game has a distinct camping procedure (PB 158-159). [*]The game has a distinct daily "spend time in town" procedure (PB 160-161). [*]The game has a dungeon exploration procedure (PB 162-163). [*]The game also has procedures for encounters (PB 164-165) and combat (PB 166-167). [/LIST] I would contrast these with the rules detailed on pp. 144-145 of the Player's Book, which I would take to count as [I]mechanics[/I] using the implicit definition/assumption in this thread. [ATTACH type="full" size="284x319"]430379[/ATTACH] Games with similar procedure-heavy gameplay would be the OSR-influenced [URL='https://killjestergames.itch.io/errant']Errant[/URL] or the OSR-and-4e-influenced [URL='https://tundalus.itch.io/trespasser']Trespasser[/URL]. To take a pass at differentiating between [I]mechanics[/I] and [I]procedures[/I], I would say that mechanics [I][B]can[/B][/I] be elementary or fundamental, but don't have to be, while procedures [I][B]can't[/B][/I]. When I refer to game mechanics being capable of being elementary or fundamental, I have in mind fundamental particles; that is, a mechanic is elementary if it is unable to be broken down into self-contained, fully-functional mechanics. For instance, making an attack in D&D 5e, as detailed in 2014 PHB 194, strikes me as elementary or fundamental: its constituent steps can't be resolved individually when shorn from the context of making an attack - at first glance, at least. To my mind, then, a procedure of play cannot be elementary; it will necessarily invoke more elementary or fundamental mechanics. For instance, the combat procedure in Dolmenwood invokes the mechanics for making attacks, which can function effectively even outside of the context of combat. [/QUOTE]
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