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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8961617" data-attributes="member: 82106"><p>Interesting. I think there are a lot of 'mixed' games. That is games often focus on specific areas and are fairly 'purist' in those areas, depending largely on the mechanics and character attributes and such to resolve situations, with the understanding that this will produce a certain kind of outcomes. I think this is the case with D&D combat, generally speaking, in its classical TSR forms (though I'm sure I need not point out that some of what you call HCS crept in with 2e particularly). Spells are a bit of a different beast there, having a good bit of rules structured character, but then overlapping into the OTHER, purely High Concept part of D&D where you have social interactions and various other things that are resolved almost entirely free-form (though again, interestingly 2e/late 1e adds a light flavoring of optional mechanics). B/X being noted as having an especially strong mechanical approach to exploration, which 1e shares, but 2e mostly elides. </p><p></p><p>Other games are pretty mixed as well. You've noted Traveller, which leaves you pretty much on your own in terms of things like navigating on a planet or exploring a ruin (though skills provide a small amount of structure). OTOH finding a patron, operating a vacc suit, or even the combat systems in general mix in a fair bit of system providing color.</p><p></p><p>I don't think it would actually be too hard to design something like a PbtA game this way either, where it had some very hard, what I call light process sim, rules structures, and then outside of that one particular focus the rest of the game could rely on some very general and typical PbtA moves. Like, you have really particular rules for racing your race car where all the various factors come into play, the moves are all detailed, focused, and realistic in terms of their descriptions and ranges of outcomes. Once you 'leave the track' you enter into the social and political world where its all much looser and more typical PbtA-esque play loop. One could feed into the other in terms of acquisition of resources, the effects of the character's personal interactions on their ability to focus, etc. sort of like what happens in Rush.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8961617, member: 82106"] Interesting. I think there are a lot of 'mixed' games. That is games often focus on specific areas and are fairly 'purist' in those areas, depending largely on the mechanics and character attributes and such to resolve situations, with the understanding that this will produce a certain kind of outcomes. I think this is the case with D&D combat, generally speaking, in its classical TSR forms (though I'm sure I need not point out that some of what you call HCS crept in with 2e particularly). Spells are a bit of a different beast there, having a good bit of rules structured character, but then overlapping into the OTHER, purely High Concept part of D&D where you have social interactions and various other things that are resolved almost entirely free-form (though again, interestingly 2e/late 1e adds a light flavoring of optional mechanics). B/X being noted as having an especially strong mechanical approach to exploration, which 1e shares, but 2e mostly elides. Other games are pretty mixed as well. You've noted Traveller, which leaves you pretty much on your own in terms of things like navigating on a planet or exploring a ruin (though skills provide a small amount of structure). OTOH finding a patron, operating a vacc suit, or even the combat systems in general mix in a fair bit of system providing color. I don't think it would actually be too hard to design something like a PbtA game this way either, where it had some very hard, what I call light process sim, rules structures, and then outside of that one particular focus the rest of the game could rely on some very general and typical PbtA moves. Like, you have really particular rules for racing your race car where all the various factors come into play, the moves are all detailed, focused, and realistic in terms of their descriptions and ranges of outcomes. Once you 'leave the track' you enter into the social and political world where its all much looser and more typical PbtA-esque play loop. One could feed into the other in terms of acquisition of resources, the effects of the character's personal interactions on their ability to focus, etc. sort of like what happens in Rush. [/QUOTE]
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