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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="pemerton" data-source="post: 8035416" data-attributes="member: 42582"><p>I assume you are talking here about your table.</p><p></p><p>At other tables, which adopt different conventions and different rules, that may not be true. At those tables, therefore, the players would have greater agency over the content of the shared fiction. They would be deciding more things about it.</p><p></p><p>Again, I have to assume that you are talking here about your table. Because what you say here is <em>literally false</em> of some RPGs (eg Burning Wheel, Cortex+ Heroic).</p><p></p><p>Trivially. I and other GMs the world over are doing it day in, day out.</p><p></p><p>I have many actual play reports on this forum. They will give you examples of how it is done. Here's a simply imagined illustration:</p><p>the player declares <em>I look in the box for the Crown of Revel</em>. The GM sets an appopriate difficulty, using whatever framework the system establishes (eg Burning Wheel has default obstacles for Scavenging tests; Cortex+ has the Doom Pool being rolled to establish the oppositiong to this sort of action declaration). If the check succeeds, the PC finds the Crown in the box; if the check fails, the box is trapped and the PC triggers the trap. After that is resolvd - as is appropriate to the system - we keep playing to see if and where the Crown might be found.</p><p></p><p>This is a more long-winded of saying "at my table" while also showing that you have very little udnerstanding of how even a game like Classic Traveller (first published 1977) works, let alone something like Burning Wheel or Apocalypse World.</p><p></p><p>Everything I've quoted here - the unrelenting refusal to consider that action declaration might include <em>I look in the box for . . . </em>(which obviously does not require doing anything but playing a PC - it's pure actor stance); the inability to think of setting and world building beyond Gygax-era maps-and-key; the idea that sysetms will, indeed must, "break" if the players can declare these sorts of actions and have them resovled - screams <em>I learned to play D&D c 1980 and haven't looked beyond those boundaries in the 40 years since.</em></p><p></p><p>If that's what you're trying to convey, you're succeeding. If you want to have a conversation about what RPGIng might and can be, though, you going to have to at least contemplate that D&D c 1980 is not the be-all and end-all of RPGIng.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8035416, member: 42582"] I assume you are talking here about your table. At other tables, which adopt different conventions and different rules, that may not be true. At those tables, therefore, the players would have greater agency over the content of the shared fiction. They would be deciding more things about it. Again, I have to assume that you are talking here about your table. Because what you say here is [I]literally false[/I] of some RPGs (eg Burning Wheel, Cortex+ Heroic). Trivially. I and other GMs the world over are doing it day in, day out. I have many actual play reports on this forum. They will give you examples of how it is done. Here's a simply imagined illustration: the player declares [I]I look in the box for the Crown of Revel[/I]. The GM sets an appopriate difficulty, using whatever framework the system establishes (eg Burning Wheel has default obstacles for Scavenging tests; Cortex+ has the Doom Pool being rolled to establish the oppositiong to this sort of action declaration). If the check succeeds, the PC finds the Crown in the box; if the check fails, the box is trapped and the PC triggers the trap. After that is resolvd - as is appropriate to the system - we keep playing to see if and where the Crown might be found. This is a more long-winded of saying "at my table" while also showing that you have very little udnerstanding of how even a game like Classic Traveller (first published 1977) works, let alone something like Burning Wheel or Apocalypse World. Everything I've quoted here - the unrelenting refusal to consider that action declaration might include [I]I look in the box for . . . [/I](which obviously does not require doing anything but playing a PC - it's pure actor stance); the inability to think of setting and world building beyond Gygax-era maps-and-key; the idea that sysetms will, indeed must, "break" if the players can declare these sorts of actions and have them resovled - screams [I]I learned to play D&D c 1980 and haven't looked beyond those boundaries in the 40 years since.[/I] If that's what you're trying to convey, you're succeeding. If you want to have a conversation about what RPGIng might and can be, though, you going to have to at least contemplate that D&D c 1980 is not the be-all and end-all of RPGIng. [/QUOTE]
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