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On Skilled Play: D&D as a Game
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8285760" data-attributes="member: 82106"><p>Yup, so that last bit there is interesting in that we can ask a question about that. Which is "just how far in different directions CAN you go with this basic paradigm?" I mean, you could run a very 'sim' kind of game where the GM is super concerned with realism (at least out of combat, combat is definitely abstract if you are sticking with D&D rules). Actually, I suppose even with combat 'abstract' and 'unrealistic' are not necessarily opposed, but still, D&D has hit points... lol.</p><p></p><p>Another GM might be super concerned with genre logic. Another might love injecting 'drama' into play. I don't think any of those things NECESSARILY oppose Skilled Play as Snarf has defined it. OTOH there may be some limits. Clearly the players and the GM have to be able to 'get on the same page' when interpreting the fiction. The trap again. In that other thread I proposed that, although the physics are a bit uncertain, the genre logic is pretty solid, so it should be OK. Even if a player is a bit dubious that the trap would actually work IRL, they should be sufficiently informed by the fiction of what the trap is fictionally to interact with it appropriately. Now if the trap was REALLY outre, so it worked in a very surprising way, that would be a problem. </p><p></p><p>Of course, other dimensions of the game are different. Social situations, who can really say what the 'rules' are for how a human being can act? I've seen some pretty crazy stuff in my time! Surely if you have someone point a gun at you, you've instantly learned a lesson in just how little you can really be sure of! So, how does that play out in terms of 'movespace and force' as you put it? </p><p></p><p>Finally, in light of these considerations, can Skilled Play, in substantially the classic D&D sense, exist in a game with different process? So could you use some of the tools that indie games use to 'put guardrails' of some sort onto a game where player skill is predominant? I wonder what that would look like? Or has it been done?</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8285760, member: 82106"] Yup, so that last bit there is interesting in that we can ask a question about that. Which is "just how far in different directions CAN you go with this basic paradigm?" I mean, you could run a very 'sim' kind of game where the GM is super concerned with realism (at least out of combat, combat is definitely abstract if you are sticking with D&D rules). Actually, I suppose even with combat 'abstract' and 'unrealistic' are not necessarily opposed, but still, D&D has hit points... lol. Another GM might be super concerned with genre logic. Another might love injecting 'drama' into play. I don't think any of those things NECESSARILY oppose Skilled Play as Snarf has defined it. OTOH there may be some limits. Clearly the players and the GM have to be able to 'get on the same page' when interpreting the fiction. The trap again. In that other thread I proposed that, although the physics are a bit uncertain, the genre logic is pretty solid, so it should be OK. Even if a player is a bit dubious that the trap would actually work IRL, they should be sufficiently informed by the fiction of what the trap is fictionally to interact with it appropriately. Now if the trap was REALLY outre, so it worked in a very surprising way, that would be a problem. Of course, other dimensions of the game are different. Social situations, who can really say what the 'rules' are for how a human being can act? I've seen some pretty crazy stuff in my time! Surely if you have someone point a gun at you, you've instantly learned a lesson in just how little you can really be sure of! So, how does that play out in terms of 'movespace and force' as you put it? Finally, in light of these considerations, can Skilled Play, in substantially the classic D&D sense, exist in a game with different process? So could you use some of the tools that indie games use to 'put guardrails' of some sort onto a game where player skill is predominant? I wonder what that would look like? Or has it been done? [/QUOTE]
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