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Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
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<blockquote data-quote="FrogReaver" data-source="post: 8935665" data-attributes="member: 6795602"><p>I think this echoes part of what you are saying here -</p><p></p><p>One thing I noticed with my play of Blades in the Dark was that despite it's mechanics pushing away from traditional map and key play - there were still many places where map and key showed up - often a bit hidden but still there. For example, when in Blades when I as GM need to determine the consequences of a failed roll (full failure or partial success), I am looking at the 'map' of all the established fiction and picking a result that makes sense to me within the framework of that established fiction. That's not really different than what a D&D DM does when determining the consequences of a players actions, albeit in D&D not all established ficiton is player facing. This same consideration happened when players were considering actions as well. They would pick one that made sense or followed from the established fiction. Outside of consequences - the setting of position and effect also tended to require a map and key as well.</p><p></p><p>-by the way, i really hate the name 'map and key'</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8935665, member: 6795602"] I think this echoes part of what you are saying here - One thing I noticed with my play of Blades in the Dark was that despite it's mechanics pushing away from traditional map and key play - there were still many places where map and key showed up - often a bit hidden but still there. For example, when in Blades when I as GM need to determine the consequences of a failed roll (full failure or partial success), I am looking at the 'map' of all the established fiction and picking a result that makes sense to me within the framework of that established fiction. That's not really different than what a D&D DM does when determining the consequences of a players actions, albeit in D&D not all established ficiton is player facing. This same consideration happened when players were considering actions as well. They would pick one that made sense or followed from the established fiction. Outside of consequences - the setting of position and effect also tended to require a map and key as well. -by the way, i really hate the name 'map and key' [/QUOTE]
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Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
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