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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="Pedantic" data-source="post: 8967014" data-attributes="member: 6690965"><p>We've done this a few times. Anything I say you'll insist is too reductive, and anything you say will involve dragging in something outside the actual mechanics of the game being played, or leverage something other than the ludic decision making as a point of interest.</p><p></p><p></p><p>This is where simulation is useful, because it would require those make specific function calls. If those were separate actions, that invoked separate mechanics, I would have insight into the board state that would emerge, and could thus push a specific line of play. If it's an undefined function of story, I can't in ludic terms do that, and must stop playing the game to do something else until I can return to playing the game thereafter, though I struggle to view disconnected choices with an unknowable board state between them as decisions in the same game. It's the difference between a choose your own adventure novel and moving a playing piece on two separate turns.</p><p></p><p>And I realize I'm using game in a limited and specific sense here that is not inclusive of the improvisational theatre use of the term, or the broader use of the term for the TTRPG hobby as a whole, but I just can't find better language to hone in on the kind of activity I'm talking about.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8967014, member: 6690965"] We've done this a few times. Anything I say you'll insist is too reductive, and anything you say will involve dragging in something outside the actual mechanics of the game being played, or leverage something other than the ludic decision making as a point of interest. This is where simulation is useful, because it would require those make specific function calls. If those were separate actions, that invoked separate mechanics, I would have insight into the board state that would emerge, and could thus push a specific line of play. If it's an undefined function of story, I can't in ludic terms do that, and must stop playing the game to do something else until I can return to playing the game thereafter, though I struggle to view disconnected choices with an unknowable board state between them as decisions in the same game. It's the difference between a choose your own adventure novel and moving a playing piece on two separate turns. And I realize I'm using game in a limited and specific sense here that is not inclusive of the improvisational theatre use of the term, or the broader use of the term for the TTRPG hobby as a whole, but I just can't find better language to hone in on the kind of activity I'm talking about. [/QUOTE]
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