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<blockquote data-quote="niklinna" data-source="post: 8969992" data-attributes="member: 71235"><p>This brings to my mind another kind of distinction.</p><p></p><p>1. Action resolution in any RPG—even most LARP combat—is highly arbitrary and dissociated, and does not resemble the actual actions being emulated in any substantive way. Seems to me the main reason most tabletop games use dice rather than minigames (whether skill-based or not), is quickness and convenience (but see below!). Although even this is arguable for some games; Torg action resolution is much more than a simple d20 roll, involving a table lookup, currency allowing additive rolls, and card play that can further modify the result. In any case, the physical form of action resolution (the "gamey" bit) has nothing to do with the fiction as such, or with immersion (apart from perhaps being resolved quickly and so being less of a distraction from the fiction as such). What the resolution specifically does—whatever form it takes—is to constrain the narrative outcomes allowed/expected, by mutual agreement of the table (hopefully).</p><p></p><p>2. Other game mechanics, such as movement, may be be less arbitrary and dissociated than action resolution, but even those are arbitrary and dissociated to some degree. All round/turn-based mechanics are already significantly deviating from "reality", so why not tinker with them and see what results? The results may feel more or less "realistic", and they may be more or less fun, or challenging, or engaging (not the same as immersive).</p><p></p><p>Both aspects of play can involve randomness vs. skill, which leads to the matter of whether a game should allow anyone a fair shake at pretending things they are in fact not good at. If you use some skill-based resolution method instead of chance, anyone not actually good at that method, in real life, is at a disadvantage portraying characters who can do whatever that method represents in the game. Such things may or may not be physical skills, of course. This is the other big reason most games use random resolution of some kind, with in-game mechanics to modify the odds. Even so, skilled play in the broader sense involves much more than action resolution, so unless you are happy playing the RPG equivalent of Candyland (or craps), at some point, in some way, skill will be necessary to achieve satisfying challenging play.</p><p></p><p>To get back to the topic, I really like the exploration you're doing, popping open the hood of the car, looking at the engine, and examining what really makes it go brrr for you. This is how great things wind up being made! (or experienced)</p><p></p><p>Edit: Fixed a typo.</p></blockquote><p></p>
[QUOTE="niklinna, post: 8969992, member: 71235"] This brings to my mind another kind of distinction. 1. Action resolution in any RPG—even most LARP combat—is highly arbitrary and dissociated, and does not resemble the actual actions being emulated in any substantive way. Seems to me the main reason most tabletop games use dice rather than minigames (whether skill-based or not), is quickness and convenience (but see below!). Although even this is arguable for some games; Torg action resolution is much more than a simple d20 roll, involving a table lookup, currency allowing additive rolls, and card play that can further modify the result. In any case, the physical form of action resolution (the "gamey" bit) has nothing to do with the fiction as such, or with immersion (apart from perhaps being resolved quickly and so being less of a distraction from the fiction as such). What the resolution specifically does—whatever form it takes—is to constrain the narrative outcomes allowed/expected, by mutual agreement of the table (hopefully). 2. Other game mechanics, such as movement, may be be less arbitrary and dissociated than action resolution, but even those are arbitrary and dissociated to some degree. All round/turn-based mechanics are already significantly deviating from "reality", so why not tinker with them and see what results? The results may feel more or less "realistic", and they may be more or less fun, or challenging, or engaging (not the same as immersive). Both aspects of play can involve randomness vs. skill, which leads to the matter of whether a game should allow anyone a fair shake at pretending things they are in fact not good at. If you use some skill-based resolution method instead of chance, anyone not actually good at that method, in real life, is at a disadvantage portraying characters who can do whatever that method represents in the game. Such things may or may not be physical skills, of course. This is the other big reason most games use random resolution of some kind, with in-game mechanics to modify the odds. Even so, skilled play in the broader sense involves much more than action resolution, so unless you are happy playing the RPG equivalent of Candyland (or craps), at some point, in some way, skill will be necessary to achieve satisfying challenging play. To get back to the topic, I really like the exploration you're doing, popping open the hood of the car, looking at the engine, and examining what really makes it go brrr for you. This is how great things wind up being made! (or experienced) Edit: Fixed a typo. [/QUOTE]
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