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<blockquote data-quote="Campbell" data-source="post: 7641951" data-attributes="member: 16586"><p>The idea that we have to have representative mechanics to produce an internally consistent fiction is an interesting one to me. Some of the games I play only recommend stating out the parts of the NPC required in the game. So like we don't need combat stats for a teacher. Sometimes for trivial opponents they might resolve combat with a single roll. Several games take the same take that 4e takes where the important bit is reflecting ability relative to PCs. Exalted 3e calls out its abstractions and gives advice on when you should treat an NPC as scenery, trivial, part of a battle group, quick character, or as a fully statted character.</p><p></p><p>The really interesting thing to me is several games I play do not even feature NPC stats as a function of play. Sorcerer and Blades in the Dark lack any creature stats at all. Blades does not even have a combat system at all. Instead it relies on the GM using the same systems and judgement they use for every other situation to adequately reflect the fiction. Really this is how most mainstream games handle non-combat => GM takes into account fictional positioning to resolve what's going on in the fiction. I don't see many people claiming that the setting is made of paper because of that.</p><p></p><p>Sometimes these details even expand beyond NPCs to PC capabilities. In Masks we do not have any mechanical representation of a PC's powers. We handle everything through fictional positioning because the game is not about those details. I have never felt the setting was made of sand because of that. In Monsterhearts there are no rules for how strong or fast your PC is because that's like not what the game is about. We figure it out if it comes up.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7641951, member: 16586"] The idea that we have to have representative mechanics to produce an internally consistent fiction is an interesting one to me. Some of the games I play only recommend stating out the parts of the NPC required in the game. So like we don't need combat stats for a teacher. Sometimes for trivial opponents they might resolve combat with a single roll. Several games take the same take that 4e takes where the important bit is reflecting ability relative to PCs. Exalted 3e calls out its abstractions and gives advice on when you should treat an NPC as scenery, trivial, part of a battle group, quick character, or as a fully statted character. The really interesting thing to me is several games I play do not even feature NPC stats as a function of play. Sorcerer and Blades in the Dark lack any creature stats at all. Blades does not even have a combat system at all. Instead it relies on the GM using the same systems and judgement they use for every other situation to adequately reflect the fiction. Really this is how most mainstream games handle non-combat => GM takes into account fictional positioning to resolve what's going on in the fiction. I don't see many people claiming that the setting is made of paper because of that. Sometimes these details even expand beyond NPCs to PC capabilities. In Masks we do not have any mechanical representation of a PC's powers. We handle everything through fictional positioning because the game is not about those details. I have never felt the setting was made of sand because of that. In Monsterhearts there are no rules for how strong or fast your PC is because that's like not what the game is about. We figure it out if it comes up. [/QUOTE]
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