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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="Pedantic" data-source="post: 8963653" data-attributes="member: 6690965"><p>I think this is generally correct, but it's probably wrong to reach for genre emulation here. The kind of games I (and I imagine [USER=6747251]@Micah Sweet[/USER]) are probably in conversation with genre, but are more likely to read as deconstructions than anything. You could read the whole LFQW thing as commentary on the problems of a lot of genre fiction, for example. Or look at superheroes, with the Batman vs. Superman comparisons. </p><p></p><p>Genre conventions that can't survive the cold harsh light of a mechanical model don't generally get to, or you're compromising the design to achieve them. They are very much part of the fiction that is subordinate to the system, unless pointed included, and even then only if they don't violate temporality or compromise other systems. It's rare to see serious objections to say, a subdual damage mechanic that lets you knock people out with headblows fairly harmlessly.</p><p></p><p>Here's where our ([USER=6747251]@Micah Sweet[/USER] and my) tastes might diverge. I would then subordinate the systems to the demands of a game. Indeed, I'd only reach for simulation to begin with because it produces the most varied and most interactive game states. I have yet to see anything else that effectively strings together sets of action declarations in as unbounded and interesting a way.</p><p></p><p>For example (and I realize this is as an invitation to tangent, but I think it's explanatory enough to risk), my solution to the LFQW problem is that it's unethical to print a Fighter class, and that any particular model of martial combat is less important than an interesting system and coherent resulting setting.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8963653, member: 6690965"] I think this is generally correct, but it's probably wrong to reach for genre emulation here. The kind of games I (and I imagine [USER=6747251]@Micah Sweet[/USER]) are probably in conversation with genre, but are more likely to read as deconstructions than anything. You could read the whole LFQW thing as commentary on the problems of a lot of genre fiction, for example. Or look at superheroes, with the Batman vs. Superman comparisons. Genre conventions that can't survive the cold harsh light of a mechanical model don't generally get to, or you're compromising the design to achieve them. They are very much part of the fiction that is subordinate to the system, unless pointed included, and even then only if they don't violate temporality or compromise other systems. It's rare to see serious objections to say, a subdual damage mechanic that lets you knock people out with headblows fairly harmlessly. Here's where our ([USER=6747251]@Micah Sweet[/USER] and my) tastes might diverge. I would then subordinate the systems to the demands of a game. Indeed, I'd only reach for simulation to begin with because it produces the most varied and most interactive game states. I have yet to see anything else that effectively strings together sets of action declarations in as unbounded and interesting a way. For example (and I realize this is as an invitation to tangent, but I think it's explanatory enough to risk), my solution to the LFQW problem is that it's unethical to print a Fighter class, and that any particular model of martial combat is less important than an interesting system and coherent resulting setting. [/QUOTE]
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