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<blockquote data-quote="Emberashh" data-source="post: 9348512" data-attributes="member: 7040941"><p>The thing I think about that example is that there isn't a situation in such a game's scope where any of those activities are something that'd be particularly challenging in any context you could end up in. It doesn't need mechanization because it just isn't important to any sort of story that'd emerge out of that context. </p><p></p><p>Surely players could go completely off the games expectations, but as the narrativist folk like to say, are you actually playing the game at that point or was it just an excuse to do the freeform improv you actually wanted to do? </p><p></p><p>You're there to basically be Grey's Anatomy or Scrubs. Why are you swimming, climbing, or sneaking around? Why is it difficult and what gameplay loop is it actually a part of? </p><p></p><p>You don't need stealth rules to overhear gossip, and thats the only thing of the three where I could even conceive of a possible reason to need rules.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9348512, member: 7040941"] The thing I think about that example is that there isn't a situation in such a game's scope where any of those activities are something that'd be particularly challenging in any context you could end up in. It doesn't need mechanization because it just isn't important to any sort of story that'd emerge out of that context. Surely players could go completely off the games expectations, but as the narrativist folk like to say, are you actually playing the game at that point or was it just an excuse to do the freeform improv you actually wanted to do? You're there to basically be Grey's Anatomy or Scrubs. Why are you swimming, climbing, or sneaking around? Why is it difficult and what gameplay loop is it actually a part of? You don't need stealth rules to overhear gossip, and thats the only thing of the three where I could even conceive of a possible reason to need rules. [/QUOTE]
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