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<blockquote data-quote="5ekyu" data-source="post: 7293405" data-attributes="member: 6919838"><p>Yeah sure i get that but... In Real Life things are different than In The Game, right? You get that?</p><p></p><p>IRL</p><p></p><p>There are millions of pieces of data flowing in almost always from tons of sources...</p><p></p><p>ITG</p><p></p><p>In an RPG like 99% of the "outside world scene info" comes from one source - the GM. The otjer players of course add theirs but i doubt they are often the other side .</p><p></p><p>IRL</p><p></p><p>There are gaxillions of nuances of our capabilities and a judgement of those is not at all cut and dry.</p><p></p><p>ITG</p><p></p><p>Strong, smart, quick, smooth as quick buzzword labels for the most active atttibutes, add in aware for wisdom... Not that harf to categorize an approach to a task, right? They are pretty distinctive.</p><p></p><p>IRL (well also ITG) factors significant enough to impose dramatic difficulties are often right there and obvious... Well if it has been reported to the player accurately.</p><p></p><p>So, folks so often not having a clue between strong- smart- swift etc for ability that applies or "is this wreather making this climb more difficult etc would be a lot bigger a disconnect than just the IRL bad call, right?</p><p></p><p>And yes, if the GM is promoting the narrative descriptive engaging scene aspects but this kind of clueless disconnect happens often enough to be a problem... Where should that fault go? Where should that GM look to try and make that narrative, descriptive wonderously engaging approach actually serve to provide functional information as well? </p><p></p><p>If i dont know or reliably choose whether or not i am even using muscle or smarts or smooth talking by the way i as a playet describe my approach to a task, if i dont even have confidence that that approach involves one of my proficiencies by the way i define my actions or approaches **often enough to be disruptive** why am i trying to "determine" how i am going about things?</p><p></p><p>We use narrative and description so players can engage in scene more without mechanics... But it seems often that narrative and description left it unclear as to very basic elements of the conflict.</p><p></p><p>We focus on how our players approach problems letting their choices have a sigbificant impact... But it seems often the players dont actually have a clue about the links to resolutions their chouces make??</p><p></p><p>Huh?</p><p></p><p></p><p></p><p></p><p></p><p>Sent from my VS995 using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="5ekyu, post: 7293405, member: 6919838"] Yeah sure i get that but... In Real Life things are different than In The Game, right? You get that? IRL There are millions of pieces of data flowing in almost always from tons of sources... ITG In an RPG like 99% of the "outside world scene info" comes from one source - the GM. The otjer players of course add theirs but i doubt they are often the other side . IRL There are gaxillions of nuances of our capabilities and a judgement of those is not at all cut and dry. ITG Strong, smart, quick, smooth as quick buzzword labels for the most active atttibutes, add in aware for wisdom... Not that harf to categorize an approach to a task, right? They are pretty distinctive. IRL (well also ITG) factors significant enough to impose dramatic difficulties are often right there and obvious... Well if it has been reported to the player accurately. So, folks so often not having a clue between strong- smart- swift etc for ability that applies or "is this wreather making this climb more difficult etc would be a lot bigger a disconnect than just the IRL bad call, right? And yes, if the GM is promoting the narrative descriptive engaging scene aspects but this kind of clueless disconnect happens often enough to be a problem... Where should that fault go? Where should that GM look to try and make that narrative, descriptive wonderously engaging approach actually serve to provide functional information as well? If i dont know or reliably choose whether or not i am even using muscle or smarts or smooth talking by the way i as a playet describe my approach to a task, if i dont even have confidence that that approach involves one of my proficiencies by the way i define my actions or approaches **often enough to be disruptive** why am i trying to "determine" how i am going about things? We use narrative and description so players can engage in scene more without mechanics... But it seems often that narrative and description left it unclear as to very basic elements of the conflict. We focus on how our players approach problems letting their choices have a sigbificant impact... But it seems often the players dont actually have a clue about the links to resolutions their chouces make?? Huh? Sent from my VS995 using [URL=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/URL] [/QUOTE]
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