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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8968167" data-attributes="member: 82106"><p>Well, you are either going to take account of fiction and make some stuff up, or what? No RPG will ever have 'complete' instructions for how to deal with every fictional thing, and no milieu will ever have complete details such that you don't need to do this kind of 'design'. </p><p></p><p>The ONE process that comes close is some sort of Narrative system where the process of play focuses on narrative, and IME these only secondarily take account of fictional factors beyond "this is the basic difficulty" or "this is the basic rule we will use here" (like move in PbtA). Dungeon World is not a bad GAME, you can definitely skillfully use Discern Realities to get hold, use moves that you have good bonuses in, etc. Its not chess, but skill is definitely present, in a mechanical/move sense.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8968167, member: 82106"] Well, you are either going to take account of fiction and make some stuff up, or what? No RPG will ever have 'complete' instructions for how to deal with every fictional thing, and no milieu will ever have complete details such that you don't need to do this kind of 'design'. The ONE process that comes close is some sort of Narrative system where the process of play focuses on narrative, and IME these only secondarily take account of fictional factors beyond "this is the basic difficulty" or "this is the basic rule we will use here" (like move in PbtA). Dungeon World is not a bad GAME, you can definitely skillfully use Discern Realities to get hold, use moves that you have good bonuses in, etc. Its not chess, but skill is definitely present, in a mechanical/move sense. [/QUOTE]
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