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<blockquote data-quote="aramis erak" data-source="post: 9545540" data-attributes="member: 6779310"><p>Several games I've got are implicitly, or even explicitly, see how things get accomplished... the two best known of these:</p><p></p><p>Cosmic Patrol - the scenes have a trigger for "move on to next scene" and some opposition. The only way to not go forward boils down to either having no clue about the next scene (which is a no-no; the goal is stated up front), or being rendered inactive by the opposition hurting you. Most of the published adventures are 3-6 scenes, and most of those are active opposition. It also uses rotational GMing, scene by scene... and the scene's sheet is placed where players can see it specifically so they know what they are supposed to do (NB for PN - we did it partly wrong), and the list of key buzzwords for bonus metacurrency to make accomplishing the goal easier.</p><p></p><p>Sentinel Comics: the only way to fail is for the timer to run out. Being out of HP doesn't end you, doesn't even end your involvement in scene... it just restricts you to one action, and it's usually not potent. If you stop the threat, before the timer, and I've seen that happen due to an action from a downed PC, you move on to the next scene, with a chunk of HP restored. Death is at the downed player's discretion... <em>but not during the scene.</em> In SCRPG, no one dies <em><u>during</u></em> a scene...</p><p></p><p>And then you get all the games with procedural play... play to find out what's next.... often intended for solitaire play... where every situation can lead on with no reguard to what came before, relying upon pareidolia to coalesce into a coherent story in the mind of the player... To a point, Classic <em><u>Traveller</u></em> is good for this; Marooned Alone is an adventure explicitly for a player to play alone procedurally. FL's <em><u>Dragonbane</u></em>, likewise. Modiphius' <em><u>Captain's Log</u></em>. <em><u>Crimson Cutlass</u></em> is another early (1979) procedural play, and it's also player facing rolls, and uses both d8's and a tarot deck... it can be played GM-less due to procedures... a GM merely adds villains to an already full plate of adventure.</p><p></p><p>It's also worth noting that certain non-tactical boardgames were clearly linked to being procedurals linked to an RPG... the best example being <em><u>Star Explorer</u></em>, which is a stablemate and setting partner of <em><u>Starships & Spacemen</u></em>. </p><p></p><p>One can use SE to generate random missions to be played out in S&S, and through that to have a story even the GM doesn't know ahead of time evolve.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9545540, member: 6779310"] Several games I've got are implicitly, or even explicitly, see how things get accomplished... the two best known of these: Cosmic Patrol - the scenes have a trigger for "move on to next scene" and some opposition. The only way to not go forward boils down to either having no clue about the next scene (which is a no-no; the goal is stated up front), or being rendered inactive by the opposition hurting you. Most of the published adventures are 3-6 scenes, and most of those are active opposition. It also uses rotational GMing, scene by scene... and the scene's sheet is placed where players can see it specifically so they know what they are supposed to do (NB for PN - we did it partly wrong), and the list of key buzzwords for bonus metacurrency to make accomplishing the goal easier. Sentinel Comics: the only way to fail is for the timer to run out. Being out of HP doesn't end you, doesn't even end your involvement in scene... it just restricts you to one action, and it's usually not potent. If you stop the threat, before the timer, and I've seen that happen due to an action from a downed PC, you move on to the next scene, with a chunk of HP restored. Death is at the downed player's discretion... [I]but not during the scene.[/I] In SCRPG, no one dies [I][U]during[/U][/I] a scene... And then you get all the games with procedural play... play to find out what's next.... often intended for solitaire play... where every situation can lead on with no reguard to what came before, relying upon pareidolia to coalesce into a coherent story in the mind of the player... To a point, Classic [I][U]Traveller[/U][/I] is good for this; Marooned Alone is an adventure explicitly for a player to play alone procedurally. FL's [I][U]Dragonbane[/U][/I], likewise. Modiphius' [I][U]Captain's Log[/U][/I]. [I][U]Crimson Cutlass[/U][/I] is another early (1979) procedural play, and it's also player facing rolls, and uses both d8's and a tarot deck... it can be played GM-less due to procedures... a GM merely adds villains to an already full plate of adventure. It's also worth noting that certain non-tactical boardgames were clearly linked to being procedurals linked to an RPG... the best example being [I][U]Star Explorer[/U][/I], which is a stablemate and setting partner of [I][U]Starships & Spacemen[/U][/I]. One can use SE to generate random missions to be played out in S&S, and through that to have a story even the GM doesn't know ahead of time evolve. [/QUOTE]
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