Fair enough. I wasn't thinking of degenerate cases!Being fair it's not true of vast swathes of 90s-style metaplot where plot was what the NPCs did and so far as I can tell the PCs were there often merely to observe.
Fair enough. I wasn't thinking of degenerate cases!Being fair it's not true of vast swathes of 90s-style metaplot where plot was what the NPCs did and so far as I can tell the PCs were there often merely to observe.
This is EN World....Fair enough. I wasn't thinking of degenerate cases!
Maybe. I know some people object to Edwards' description of purist-for-system simulationism, though when I first read it having played RM and BRP/RQ-type games near-exclusively for nearly 15 years I thought it was revelationary.I am going to engage in some prophecy. @Emerikol will have issues with that reading of his game, as accurate as it might be.
I think it's accurate, but there's a lot of negative sounding verbiage to navigate around. We'll see.Maybe. I know some people object to Edwards' description of purist-for-system simulationism, though when I first read it having played RM and BRP/RQ-type games near-exclusively for nearly 15 years I thought it was revelationary.
I originally mentioned mechanics (before editing it out), though I was thinking of something like faction clocks to keep the GM from accidentally keying in on a particular situation of interest and turning it into a plot. PF2 itself is a bit all over the place. The system’s default orientation is very trad, but it has stuff like the VP subsystem, which is essentially progress clocks. It’s not the default way of doing things though. The default is a bunch of 3e gunk ported to PF2’s action economy and integrated deeply with character customization.In the situation you describe there is a possibility of a move from "story now" to GM-determined "story before". In a typical D&D game (I'm thinking especially AD&D, 3E or 5e), I think this possibility is more likely to arise not from a lack of principles but a lack of resolution procedures that can work independently of a GM's prior conception of outcomes. (I don't know PF2 at all well enough to comment on it in this respect.)
Can you elaborate on what you mean by “procedural play”? I’m struggling with the distinction and how it would make something more or less “Story Now”. I think my issue stems from the problems Edwards cites with “sandbox” as term that’s so broad it’s effectively meaningless (i.e., it can include Story Before, Now, or After, and from barely-any to all-encompassing setting). Note that I’m not disagreeing with his assessment. I think it’s fair.Just as likely, though, and maybe more likely - again I don't know the details of PF2 in this respect compared to those other versions of D&D - is that the resolution procedures, which include a lot of map-and-key resolution, equipment lists and gold piece totals and the like, push play away from "story now" to a procedural focus and a more "wargamey" feel. This possibility is also present if the system being used is something like RM, RQ, Classic Traveller or similar.
In either case I think the table would, or at least could, notice - so It would be ending up playing something different from what we set out to play. The opposite can happen, too - drifting from what was intended as "procedural" play to a more "story now" approach. I've done this using RM. And then you notice how all that procedural stuff starts to get in the way, or require particular "tricks" for working around it. Even Prince Valiant, a classic system for story now RPGing, has gold piece totals that occasionally rear their ugly heads!
I deliberately elided all that - the stuff about being "bitter" etc - because that is empirical conjecture around the approach itself. And presumably is not true in Emerikol's case.I think it's accurate, but there's a lot of negative sounding verbiage to navigate around. We'll see.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.