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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Ovinomancer" data-source="post: 8008305" data-attributes="member: 16814"><p>What experience do you have with a well run game that uses story now techniques? Because, if you had that experience, I don't think you'd make this claim. When I run Blades, for instance, I paint just as rich a tapestry with little to no prep and nothing set in stone until play reveals it as I do when I run 5e and do prep areas and foreshadow things. I've been speaking in this thread mostly about the techniques that can work in 5e, and, honestly, a true story now style play isn't really possible in 5e -- the system fights it. So, I don't play 5e that way; I do prep, but I also don't hold prep as sacrosanct until it's presented in play. This lets me be very flexible to PC actions and I don't feel like I'm corralling play or running a GM-simulation (nothing wrong with this, I just no longer enjoy doing it).</p><p></p><p>However, when I was discussing verisimilitude, I was reaching further into other games that allow for full story now style play -- no myth play where things are only true if introduced into play (and maybe still able to be challenged). And I have experience here, as well. I run Blades no prep, light myth (I use the very loosely detailed default setting of Duskvol) and I can say that the play that emerges there is just as layered and detailed as anything I get in 5e. It has a different feel on the GM side, naturally, but I see behind the curtain. But, the fictions created? Yeah, pretty similar in layers and detail to the world the PCs see. In fact, I'd say that my Blades game has more layers and detail because it's shared across all of the players rather than just me coming up with it.</p><p></p><p></p><p>I have absolutely no trouble keeping the players on their toes without fixed, secret prep. I can keep them on their toes with it. I don't think this is, in any way, a requirement in any mixture to keep players engaged and surprised by events.</p></blockquote><p>[/QUOTE]</p><p>[/QUOTE]</p>
[QUOTE="Ovinomancer, post: 8008305, member: 16814"] What experience do you have with a well run game that uses story now techniques? Because, if you had that experience, I don't think you'd make this claim. When I run Blades, for instance, I paint just as rich a tapestry with little to no prep and nothing set in stone until play reveals it as I do when I run 5e and do prep areas and foreshadow things. I've been speaking in this thread mostly about the techniques that can work in 5e, and, honestly, a true story now style play isn't really possible in 5e -- the system fights it. So, I don't play 5e that way; I do prep, but I also don't hold prep as sacrosanct until it's presented in play. This lets me be very flexible to PC actions and I don't feel like I'm corralling play or running a GM-simulation (nothing wrong with this, I just no longer enjoy doing it). However, when I was discussing verisimilitude, I was reaching further into other games that allow for full story now style play -- no myth play where things are only true if introduced into play (and maybe still able to be challenged). And I have experience here, as well. I run Blades no prep, light myth (I use the very loosely detailed default setting of Duskvol) and I can say that the play that emerges there is just as layered and detailed as anything I get in 5e. It has a different feel on the GM side, naturally, but I see behind the curtain. But, the fictions created? Yeah, pretty similar in layers and detail to the world the PCs see. In fact, I'd say that my Blades game has more layers and detail because it's shared across all of the players rather than just me coming up with it. I have absolutely no trouble keeping the players on their toes without fixed, secret prep. I can keep them on their toes with it. I don't think this is, in any way, a requirement in any mixture to keep players engaged and surprised by events.[/quote][/QUOTE] [/QUOTE]
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