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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="clearstream" data-source="post: 9679335" data-attributes="member: 71699"><p>Yes, that is a real play example of my "Situation D": players are guaranteed to reach the summoning in time, so reaching the summoning in time cannot be a subject of game play. It's context for game play.</p><p></p><p>Does "according to a randomised date" mean that the budget to stack enemies is effectively randomised? Of is the lateness of players arriving something that their game play along the way to getting there decides?</p><p></p><p></p><p>Did players knowing they couldn't fail to get to the summoning on time affect their game play in any way? (This interacts with my question above.)</p><p></p><p></p><p>Exactly! This is the case where C's survival / budget for enemies is properly a subject of game play. I didn't write a separate situation for it as it'd been covered, but</p><p></p><p style="margin-left: 20px">Situation F -- C is alive at the start and the results of player actions on their way to C will decide if C is sacrificed before they get there.</p><p></p><p>Variants of F include whether players know 1:1 the weight of their results in the scale, or if GM further processes them somehow (as I believe you imply.) I think game play is normally taken to be an intentional activity, so that what players know could change how this F interpreted. I'll sketch one case to explain this </p><p></p><p style="margin-left: 20px">Situation F' -- C is alive at the start and the results of player actions on their way to C will decide if C is sacrificed before they get there. However, players have no information as to which actions will have such results (including lacking observations to infer that from.)</p> <p style="margin-left: 20px"></p><p>In F', C's survival isn't really a subject of game play even though it's decided by player actions, because players can't form any gameful intentions toward it. One difference between GM-decides and mechanics-decide is that which may be drawn between "playfulness" and "gamefulness". To the extent that GM's heuristic is not wholly known to players, they can engage with it playfully but not gamefully. The better the heuristic is known (including the less it is fluid), the more they can engage with it gamefully. Your clock seems like an example of a GM fixing and externalising their heuristic so that it can become a subject of game play.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9679335, member: 71699"] Yes, that is a real play example of my "Situation D": players are guaranteed to reach the summoning in time, so reaching the summoning in time cannot be a subject of game play. It's context for game play. Does "according to a randomised date" mean that the budget to stack enemies is effectively randomised? Of is the lateness of players arriving something that their game play along the way to getting there decides? Did players knowing they couldn't fail to get to the summoning on time affect their game play in any way? (This interacts with my question above.) Exactly! This is the case where C's survival / budget for enemies is properly a subject of game play. I didn't write a separate situation for it as it'd been covered, but [INDENT]Situation F -- C is alive at the start and the results of player actions on their way to C will decide if C is sacrificed before they get there.[/INDENT] Variants of F include whether players know 1:1 the weight of their results in the scale, or if GM further processes them somehow (as I believe you imply.) I think game play is normally taken to be an intentional activity, so that what players know could change how this F interpreted. I'll sketch one case to explain this [INDENT]Situation F' -- C is alive at the start and the results of player actions on their way to C will decide if C is sacrificed before they get there. However, players have no information as to which actions will have such results (including lacking observations to infer that from.) [/INDENT] In F', C's survival isn't really a subject of game play even though it's decided by player actions, because players can't form any gameful intentions toward it. One difference between GM-decides and mechanics-decide is that which may be drawn between "playfulness" and "gamefulness". To the extent that GM's heuristic is not wholly known to players, they can engage with it playfully but not gamefully. The better the heuristic is known (including the less it is fluid), the more they can engage with it gamefully. Your clock seems like an example of a GM fixing and externalising their heuristic so that it can become a subject of game play. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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