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General Tabletop Discussion
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On simulating things: what, why, and how?
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<blockquote data-quote="Oofta" data-source="post: 8676101" data-attributes="member: 6801845"><p>Occasionally we'll skip over or narrate the prep phase just to save time, but I do prefer chronological order for this type of thing. Primarily because a discovery or failure can lead to different actions.</p><p></p><p></p><p></p><p>There are times when someone will narrate something that happened in their past, often things I've discussed privately with the player offline. So I may ask them to describe a childhood friend they parted with on bad terms because they may show up as an NPC.</p><p></p><p>But that's background history, probably not what you're thinking. There can be times when minor things come up, but it rarely has much direct impact on the action at hand. It's more likely to be "did I remember to tell my neighbor to water the plants".</p><p></p><p>Quantum equipment was mentioned above, I was just using it as shorthand. When it comes to knowledge, I try to base it at least a little on character background. If they were an acolyte at the church of Antioch, it's likely they know all about the holy hand grenade. Maybe it's just random knowledge they picked up along the way, like how I know that fo mant spiders not every strand in their web is sticky and they try to climb on those. Why do I know that? Heck if I remember.</p><p></p><p></p><p>I think there's this weird line between immersive story telling, simulation and genre emulation. Flashbacks can be an important story telling tool, but they can also be disruptive. But playing D&D, for me, is not us being actors in a movie. It's one thing for the PC to expound on something that happened in the past or to relate some story and quite another to affect the current state because of a flashback.</p><p></p><p>So, yes, for me using flashbacks would make the game feel more artificial than it really is. Sounds like Blades is emulating a heist movie with all of the genre affectations that involves which could include surprise reveals for even the player of the character (maybe?). It's a different way of developing a character and story. That doesn't make it wrong, just pushes it more towards heist movie exposition emulation. So yes, it would feel less like a simulation [in D&D's case of a world as depicted in a fantasy novel] and more like emulation. One is "let's create a shared experience about what it could be like to live in a fantasy world" the other is "let's create a shared experience about our favorite heist movie".</p></blockquote><p></p>
[QUOTE="Oofta, post: 8676101, member: 6801845"] Occasionally we'll skip over or narrate the prep phase just to save time, but I do prefer chronological order for this type of thing. Primarily because a discovery or failure can lead to different actions. There are times when someone will narrate something that happened in their past, often things I've discussed privately with the player offline. So I may ask them to describe a childhood friend they parted with on bad terms because they may show up as an NPC. But that's background history, probably not what you're thinking. There can be times when minor things come up, but it rarely has much direct impact on the action at hand. It's more likely to be "did I remember to tell my neighbor to water the plants". Quantum equipment was mentioned above, I was just using it as shorthand. When it comes to knowledge, I try to base it at least a little on character background. If they were an acolyte at the church of Antioch, it's likely they know all about the holy hand grenade. Maybe it's just random knowledge they picked up along the way, like how I know that fo mant spiders not every strand in their web is sticky and they try to climb on those. Why do I know that? Heck if I remember. I think there's this weird line between immersive story telling, simulation and genre emulation. Flashbacks can be an important story telling tool, but they can also be disruptive. But playing D&D, for me, is not us being actors in a movie. It's one thing for the PC to expound on something that happened in the past or to relate some story and quite another to affect the current state because of a flashback. So, yes, for me using flashbacks would make the game feel more artificial than it really is. Sounds like Blades is emulating a heist movie with all of the genre affectations that involves which could include surprise reveals for even the player of the character (maybe?). It's a different way of developing a character and story. That doesn't make it wrong, just pushes it more towards heist movie exposition emulation. So yes, it would feel less like a simulation [in D&D's case of a world as depicted in a fantasy novel] and more like emulation. One is "let's create a shared experience about what it could be like to live in a fantasy world" the other is "let's create a shared experience about our favorite heist movie". [/QUOTE]
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