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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="FrogReaver" data-source="post: 8008424" data-attributes="member: 6795602"><p>I appreciate the feedback but I don't understand why that's not an acceptable success state in the "fictional success" model. In such a model the success determined the baron would be amenable and the DM narrates how that occurs. Now I'm not saying it would be a particularly good success state to choose but to claim it's inconsistent with that methodology is hard for me to see.</p><p></p><p></p><p></p><p>Never done a PbtA game. But I'm just not seeing what keeps such a methodology from being wide open - other than my already stated support for the notion that it's typically best when such a methodology is grounded in causal relationships with your action being the <strong>direct</strong> cause.</p><p></p><p>If I was to go down the path of defining I would suggest a kind of hierarchy where a 1st order causal relationship is one where your action directly causes the success state to be reached - directly convincing the baron to change his mind with your words. Then there would be a 2nd order causal relationship where your action causes something that happen that then directly causes the success state to be reached - your action triggering the call for guards whose actions then move you into the success state. Then I would say that there are 3rd order causal relationships, ones where the success state is reached even more indirectly than that. Then there would be actual non-casual relationships which your meteorite example would fall under.</p><p></p><p>So I think using the word non-casual before was probably not accurate on my part as in every case but the last there was some in-fiction chain of causality that could be traced. What I really meant when I said non-causality is non-1st-order causality. Thanks for helping me clarify my thoughts.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8008424, member: 6795602"] I appreciate the feedback but I don't understand why that's not an acceptable success state in the "fictional success" model. In such a model the success determined the baron would be amenable and the DM narrates how that occurs. Now I'm not saying it would be a particularly good success state to choose but to claim it's inconsistent with that methodology is hard for me to see. Never done a PbtA game. But I'm just not seeing what keeps such a methodology from being wide open - other than my already stated support for the notion that it's typically best when such a methodology is grounded in causal relationships with your action being the [B]direct[/B] cause. If I was to go down the path of defining I would suggest a kind of hierarchy where a 1st order causal relationship is one where your action directly causes the success state to be reached - directly convincing the baron to change his mind with your words. Then there would be a 2nd order causal relationship where your action causes something that happen that then directly causes the success state to be reached - your action triggering the call for guards whose actions then move you into the success state. Then I would say that there are 3rd order causal relationships, ones where the success state is reached even more indirectly than that. Then there would be actual non-casual relationships which your meteorite example would fall under. So I think using the word non-casual before was probably not accurate on my part as in every case but the last there was some in-fiction chain of causality that could be traced. What I really meant when I said non-causality is non-1st-order causality. Thanks for helping me clarify my thoughts. [/QUOTE]
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