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General Tabletop Discussion
*TTRPGs General
Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
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<blockquote data-quote="clearstream" data-source="post: 8941969" data-attributes="member: 71699"><p>After reading that short piece, I started thinking about how resolution might be deconstructed. After a bit of experimentation I identified some basic elements</p><ul> <li data-xf-list-type="ul">system state</li> <li data-xf-list-type="ul">fictional position</li> <li data-xf-list-type="ul">player decision</li> <li data-xf-list-type="ul">player goals</li> <li data-xf-list-type="ul">gm decision</li> <li data-xf-list-type="ul">roll</li> </ul><p>The above may be inputs and/or outputs. Nothing surprising, right. I then considered three roughly defined information types</p><ul> <li data-xf-list-type="ul">open</li> <li data-xf-list-type="ul">hidden</li> <li data-xf-list-type="ul"><em><em>legitimated</em></em></li> </ul><p>(The last italicised because it unpacks in many different ways.) I then started assembling those according to the flows of different mechanics. I looked at Stonetop Persuade, Stonetop Clash, Dangerous Presence, TB2 Hunter, AW Layout a Plan, AW Eye on the Door, AW Loyal: Get to Work, TB2 Criminal, AW Go Aggro, DW Escape Route, 5e Stealth, 5e Athletics, 5e Persuasion, 5e Investigation, DW Tricks of the Trade, and others. (My process was in fact recursive for the obvious reasons.)</p><p></p><p>What I ended up with were diagrams that for each case mapped the inputs and outputs, with typically roll in the middle. I observed consistency (common elements and general structure) and diversity. Furnished with those diagrams, I then considered overarching play loops.</p><p></p><p>Generally, what I observed is that separating into "task" and "conflict" resolution is an extremely simplistic dichotomy that understates (or really, in my opinion, misstates) a very rich diversity.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8941969, member: 71699"] After reading that short piece, I started thinking about how resolution might be deconstructed. After a bit of experimentation I identified some basic elements [LIST] [*]system state [*]fictional position [*]player decision [*]player goals [*]gm decision [*]roll [/LIST] The above may be inputs and/or outputs. Nothing surprising, right. I then considered three roughly defined information types [LIST] [*]open [*]hidden [*][I][I]legitimated[/I][/I] [/LIST] (The last italicised because it unpacks in many different ways.) I then started assembling those according to the flows of different mechanics. I looked at Stonetop Persuade, Stonetop Clash, Dangerous Presence, TB2 Hunter, AW Layout a Plan, AW Eye on the Door, AW Loyal: Get to Work, TB2 Criminal, AW Go Aggro, DW Escape Route, 5e Stealth, 5e Athletics, 5e Persuasion, 5e Investigation, DW Tricks of the Trade, and others. (My process was in fact recursive for the obvious reasons.) What I ended up with were diagrams that for each case mapped the inputs and outputs, with typically roll in the middle. I observed consistency (common elements and general structure) and diversity. Furnished with those diagrams, I then considered overarching play loops. Generally, what I observed is that separating into "task" and "conflict" resolution is an extremely simplistic dichotomy that understates (or really, in my opinion, misstates) a very rich diversity. [/QUOTE]
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