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Mechanics that support what you want as a Player to feel like you matter
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<blockquote data-quote="clearstream" data-source="post: 9217101" data-attributes="member: 71699"><p>Something like this is what I think of as crucial to neo-trad. Player ought to have defined fiats over the game (fiction and system) that GM cannot gainsay. With that principle in place, there is a vast space for what specific fiats to define. Including as to their strength of effect.</p><p></p><p>OSR "skilled play" takes a different approach, where the player does not know exactly what fiats they will be conceded over the game. Hence folk often describe such play as high-trust. And as to what is trusted, surely it is that they will be justly conceded effectual fiats.</p><p></p><p>OC and narrative play may be more concerned with what player can ultimately say about their own character. And again, this can come down to being able to say things that GM cannot gainsay. (Such as may be protected by the principles you outline for your game.)</p><p></p><p>So as to [USER=15700]@Sacrosanct[/USER]'s OP, I think you need to look beyond individual mechanics, to the up-front contracts at the table. Look for game texts that have written agenda and principles, or for groups committed to conceding one another that say over the game which best matches whatever matters to you. As an example of the latter, a group approaching 5e in what I'd call a neo-trad mode will be committed to giving their feats, spells and class features full effect in play, such that GM will not gainsay such fiats over the game as they supply.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9217101, member: 71699"] Something like this is what I think of as crucial to neo-trad. Player ought to have defined fiats over the game (fiction and system) that GM cannot gainsay. With that principle in place, there is a vast space for what specific fiats to define. Including as to their strength of effect. OSR "skilled play" takes a different approach, where the player does not know exactly what fiats they will be conceded over the game. Hence folk often describe such play as high-trust. And as to what is trusted, surely it is that they will be justly conceded effectual fiats. OC and narrative play may be more concerned with what player can ultimately say about their own character. And again, this can come down to being able to say things that GM cannot gainsay. (Such as may be protected by the principles you outline for your game.) So as to [USER=15700]@Sacrosanct[/USER]'s OP, I think you need to look beyond individual mechanics, to the up-front contracts at the table. Look for game texts that have written agenda and principles, or for groups committed to conceding one another that say over the game which best matches whatever matters to you. As an example of the latter, a group approaching 5e in what I'd call a neo-trad mode will be committed to giving their feats, spells and class features full effect in play, such that GM will not gainsay such fiats over the game as they supply. [/QUOTE]
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