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Players establishing facts about the world impromptu during play
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8266058" data-attributes="member: 6801252"><p>Yeah, from what I can tell it might technically be something new where 3e+ player empowerment, game balance, and combat as sport are mingled with many of the techniques of the OSR-- namely things like Dungeon Crawling Procedures, Lite Combat as War Elements, Jacquayed Dungeons, Hexcrawling Procedures, emphasis on treasure finding as advancement, and so forth. Notably the common thread is that it utilizes the game systems of a player empowered neotrad/trad style system on the character side, but uses the OSR elements to innovate on adventure and story structure (in the context of those game.) The wrinkle is probably just that each of these movements in gaming has elements that aren't mutually inclusive to one another, you can separate them out, which changes the experience, but not always in a bad way so something new can come from it.</p><p></p><p></p><p></p><p>IMNSHO, I think it might be overly reductionist to say that plot emerges either way or that it can only be viewed in retrospect, because we experience it "As It Happens" in the game, not as a concrete thing after the fact. I feel that different kinds of techniques for producing plot probably produce plots that have different textures and such in the same way that TV Serials, Films, and Video Games in the same genre (Horror, Comedy, Drama) do, as a result of the constraints of whichever medium we're talking about, but Medium here isn't 'tabletop gaming' as a whole, its the set of techniques used to produce it.</p><p></p><p>Like, I think that goes back to Emerikol's hangup with how Blades in the Dark handles the idea of preparation, when Blades in the Dark says:</p><p></p><p>Emerikol responds "But the players doing the nitty gritty planning, and sweating all the little details, and trying to cover every little eventuality ahead of time (or adapting to it with the defined set of tools they have at hand during the mission) is the fun part!" (Not to put words in [USER=6698278]@Emerikol[/USER] 's mouth, though, I could be wrong.) It could be, and that's sort of what I mean by techniques too, the Blades in the Dark mechanic creates one kind of game feel, while how Emerikol would handle it would create another, because even though in "retrospect" they're the same story, they were told very differently, which naturally changes our experience of it, and therefore, our impressions and perspective on it.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8266058, member: 6801252"] Yeah, from what I can tell it might technically be something new where 3e+ player empowerment, game balance, and combat as sport are mingled with many of the techniques of the OSR-- namely things like Dungeon Crawling Procedures, Lite Combat as War Elements, Jacquayed Dungeons, Hexcrawling Procedures, emphasis on treasure finding as advancement, and so forth. Notably the common thread is that it utilizes the game systems of a player empowered neotrad/trad style system on the character side, but uses the OSR elements to innovate on adventure and story structure (in the context of those game.) The wrinkle is probably just that each of these movements in gaming has elements that aren't mutually inclusive to one another, you can separate them out, which changes the experience, but not always in a bad way so something new can come from it. IMNSHO, I think it might be overly reductionist to say that plot emerges either way or that it can only be viewed in retrospect, because we experience it "As It Happens" in the game, not as a concrete thing after the fact. I feel that different kinds of techniques for producing plot probably produce plots that have different textures and such in the same way that TV Serials, Films, and Video Games in the same genre (Horror, Comedy, Drama) do, as a result of the constraints of whichever medium we're talking about, but Medium here isn't 'tabletop gaming' as a whole, its the set of techniques used to produce it. Like, I think that goes back to Emerikol's hangup with how Blades in the Dark handles the idea of preparation, when Blades in the Dark says: Emerikol responds "But the players doing the nitty gritty planning, and sweating all the little details, and trying to cover every little eventuality ahead of time (or adapting to it with the defined set of tools they have at hand during the mission) is the fun part!" (Not to put words in [USER=6698278]@Emerikol[/USER] 's mouth, though, I could be wrong.) It could be, and that's sort of what I mean by techniques too, the Blades in the Dark mechanic creates one kind of game feel, while how Emerikol would handle it would create another, because even though in "retrospect" they're the same story, they were told very differently, which naturally changes our experience of it, and therefore, our impressions and perspective on it. [/QUOTE]
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