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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Manbearcat" data-source="post: 8007406" data-attributes="member: 6696971"><p>I don't have time to get into all of your post, but there are a few key areas that I have significant disagreement with (to the point that I think you either don't understand conceptually what I'm talking about or I've communicated poorly).</p><p></p><p>What I do have time for and want to say (because I can do so quickly and it actually hooks into the concepts issue cited above) is:</p><p></p><p>1) We're talking about first principles here. We don't have to map the exact situation of the lead post to do so. Neither I, nor you, nor anyone in this thread has enough information about all of the extremely important details of that conflict, so I'll in-fill some details and bring the resolution up in order to do a post-mortem (which is what I typically do in these scenarios...its basically what I've done since I began posting here...either introduce my own excerpt or increase the resolution of a present excerpt to sufficiently analyze it).</p><p></p><p>2) The fact that you've invoked "aimed at the Captain" is a not-so-subtle indicator that you're not quite understanding how the dynamics of this work. Neither the player in their action declaration nor the PC within the fiction are "aiming their words at the Captain." What is happening is deft GMing. You need an emergent consequence which honors the players success while simultaneously honoring the nature of the situation and the component parts of the fiction. The gamestate and the fiction need to change positively. How are those two changed positively? The GM evolves the post-resolution fiction to put the Baron and the Captain at odds, thus stealing some of the Baron's boldness and, in the case of 5e D&D, revealing the nature of their relationship, thus providing an asset (the Bond) for the players to deploy in subsequent action declarations.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8007406, member: 6696971"] I don't have time to get into all of your post, but there are a few key areas that I have significant disagreement with (to the point that I think you either don't understand conceptually what I'm talking about or I've communicated poorly). What I do have time for and want to say (because I can do so quickly and it actually hooks into the concepts issue cited above) is: 1) We're talking about first principles here. We don't have to map the exact situation of the lead post to do so. Neither I, nor you, nor anyone in this thread has enough information about all of the extremely important details of that conflict, so I'll in-fill some details and bring the resolution up in order to do a post-mortem (which is what I typically do in these scenarios...its basically what I've done since I began posting here...either introduce my own excerpt or increase the resolution of a present excerpt to sufficiently analyze it). 2) The fact that you've invoked "aimed at the Captain" is a not-so-subtle indicator that you're not quite understanding how the dynamics of this work. Neither the player in their action declaration nor the PC within the fiction are "aiming their words at the Captain." What is happening is deft GMing. You need an emergent consequence which honors the players success while simultaneously honoring the nature of the situation and the component parts of the fiction. The gamestate and the fiction need to change positively. How are those two changed positively? The GM evolves the post-resolution fiction to put the Baron and the Captain at odds, thus stealing some of the Baron's boldness and, in the case of 5e D&D, revealing the nature of their relationship, thus providing an asset (the Bond) for the players to deploy in subsequent action declarations. [/QUOTE]
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