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Players establishing facts about the world impromptu during play
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<blockquote data-quote="kenada" data-source="post: 8267000" data-attributes="member: 70468"><p>[USER=42582]@pemerton[/USER] That helps. Some of the problems seem to be related to excessive levels of granularity that certain editions of D&D provide (and expectations of such detail regardless of its value). It seems like some of those techniques could still be leveraged provided that they are appropriate to the premise. For example, logistics might matter in a game of exploration (what’s out there in the unknown?), but maybe not at the level of granularity that D&D goes. Does it matter that we have X pounds or food or have enough rations for Y days of travel? It seems like the latter should be what matters.</p><p></p><p>[USER=6993955]@Fenris-77[/USER] Your examples help. I’ve run run Dungeon World before and tried incorporating it in the past. It clashed badly with Pathfinder 1e. Determining when I should make a move was one of the problems. In your approach, do you just consider the aggregate of rolls regardless of what they are doing? It sounds like it in your example (the wizard failed, the fighter and thief succeeded with consequences, and the cleric succeeded). Those were different rolls, but the aggregate in that turn is not complete succeed.</p><p></p><p>Let’s pivot the discussion a bit. Is there a right to dream (<a href="http://www.indie-rpgs.com/articles/15/" target="_blank">Simulationism</a>)? <em>That’s</em> what I want (create the initial setting and situations, then play to see what happens when they meet the PCs). However, there’s this nagging thing in the back of my mind that says Simulationism might not <em>actually</em> be distinct from Story Now. I can’t remember where I read it though, and my search skills fail me. Superficially, the way I describe my agenda above sounds similar, but maybe it’s not? Again, thanks everyone for the conversation. It’s been helpful talking through these ideas to figure out what it is I’m trying to accomplish.</p></blockquote><p></p>
[QUOTE="kenada, post: 8267000, member: 70468"] [USER=42582]@pemerton[/USER] That helps. Some of the problems seem to be related to excessive levels of granularity that certain editions of D&D provide (and expectations of such detail regardless of its value). It seems like some of those techniques could still be leveraged provided that they are appropriate to the premise. For example, logistics might matter in a game of exploration (what’s out there in the unknown?), but maybe not at the level of granularity that D&D goes. Does it matter that we have X pounds or food or have enough rations for Y days of travel? It seems like the latter should be what matters. [USER=6993955]@Fenris-77[/USER] Your examples help. I’ve run run Dungeon World before and tried incorporating it in the past. It clashed badly with Pathfinder 1e. Determining when I should make a move was one of the problems. In your approach, do you just consider the aggregate of rolls regardless of what they are doing? It sounds like it in your example (the wizard failed, the fighter and thief succeeded with consequences, and the cleric succeeded). Those were different rolls, but the aggregate in that turn is not complete succeed. Let’s pivot the discussion a bit. Is there a right to dream ([URL='http://www.indie-rpgs.com/articles/15/']Simulationism[/URL])? [I]That’s[/I] what I want (create the initial setting and situations, then play to see what happens when they meet the PCs). However, there’s this nagging thing in the back of my mind that says Simulationism might not [I]actually[/I] be distinct from Story Now. I can’t remember where I read it though, and my search skills fail me. Superficially, the way I describe my agenda above sounds similar, but maybe it’s not? Again, thanks everyone for the conversation. It’s been helpful talking through these ideas to figure out what it is I’m trying to accomplish. [/QUOTE]
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