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[revolution] Exactly WHY is d20 so great, comparing?
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<blockquote data-quote="Merova" data-source="post: 1168405" data-attributes="member: 2505"><p><strong>Storytelling Techniques</strong></p><p></p><p></p><p></p><p>Hi all!</p><p></p><p>You used the "N" word! Now you've done it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I agree with Joshua. I've been involved in numerous Storyteller games over the past decade, including a five year long <strong>Mage</strong> campaign. I like these games plenty, but they don't "promote" storytelling through mechanical or technical implementation.</p><p></p><p>For instance, there is no fluid drama-based designation of task difficulty, like one finds in baseline <strong>FUDGE</strong>. In fact, though the TN system is a model of simplicity, especially in later iterations, the dice pool mechanic causes such variability in determining probable result, that the GMs ability to gauge dramatic challenge is highly thwarted. This is an issue of core mechanic implementation.</p><p></p><p>Second, there are no techniques of dramatic interpretive adjudication, like one finds in <strong>Everway</strong>. Even if one were to port these techniques as a house rule, the dice pools make for vague indicators of success, based upon the broad distribution potential of fortune, which overshadows the karmic allocation of resources.</p><p></p><p>Third, there is no player-based input on adjudication, enabling group storytelling, like <strong>Whispering Vault</strong> or <strong>Amber</strong>. In fact, even at its most fluid designations, like the "magic" system in <strong>Mage</strong>, GM mandate and direction is the standard. Furthermore, dropping out of "immersive actor" stance is frowned upon in the basic delineation of how the game is played.</p><p></p><p>Finally, Storyteller's reward structure and progression mechanics are explicitly incoherent to the stated Premise of the games. The efficient allocation of experience is to gear up on the "kewl powerz" or "mad skillz" as encouraged by the mechanical currency of the system. Furthermore, things like glamour, arete, and gnosis are given "kewl powerz"-related designations, but nothing in regard to the Premise. For instance, how does Arete relate to Ascension? Yes, it needs to be high, but what does it do to get the mage there? Beyond emulating the potency of the Mage's magicworks, what does it represent mechanically? The system doesn't give an answer that translates into game play.</p><p></p><p>For contrasts, look at the Humanity mechanic in <strong>Sorcerer</strong> or the fluid development options in <strong>Heroquest</strong> or the obsession-focused currency of <strong>Unknown Armies</strong>. Reward should further premise; Storyteller's system doesn't.</p><p></p><p>I think that the big conceptual error that Tom's having here is the "Premise" equates to "Story." It doesn't. For instance, in d20, we have many a game setting that offers Premise, like <strong>XCrawl</strong>, <strong>Midnight</strong>, or <strong>Afghanistan d20</strong>. From the stated premise, each of these d20 settings will allow "stories" to be developed, just as <strong>Mage</strong> or <strong>Wraith</strong> does. However, in none of these cases is storytelling facilitated by the system. Yes, "Premise" is the first step towards storytelling, but there is much more involved in actual implementation.</p><p></p><p>If you want a pure "storytelling" game, look for <strong>Once Upon a Time</strong>, a cool little card game from <em>Atlas</em> Games. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Now back to the main topic. All of the elements of "storytelling" implementation in RPGs that I listed above may be freely ported to d20. Premise is the most obvious, but other elements like "dramatic" designation, stance shifting, focused reward and development, and player adjudication via "Fortune-in-the-Middle" can be smoothly incorporated due to the simple framework at the core of d20's design. It is this fluidity of implementation that makes d20 one of the best games around, regardless of where you stand on the Edwardians triangle of Gamist, Narrativist or Simulationist.</p><p></p><p>(BTW: if you're having a hard time following my recherche gaming lingo, yet have some morbid desire to pursue the topics mentioned at greater depths, you may want to go visit the Forge. But don't blame me for the headache. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Thanks for reading.</p><p></p><p>---Merova</p></blockquote><p></p>
[QUOTE="Merova, post: 1168405, member: 2505"] [b]Storytelling Techniques[/b] Hi all! You used the "N" word! Now you've done it. ;) I agree with Joshua. I've been involved in numerous Storyteller games over the past decade, including a five year long [b]Mage[/b] campaign. I like these games plenty, but they don't "promote" storytelling through mechanical or technical implementation. For instance, there is no fluid drama-based designation of task difficulty, like one finds in baseline [b]FUDGE[/b]. In fact, though the TN system is a model of simplicity, especially in later iterations, the dice pool mechanic causes such variability in determining probable result, that the GMs ability to gauge dramatic challenge is highly thwarted. This is an issue of core mechanic implementation. Second, there are no techniques of dramatic interpretive adjudication, like one finds in [b]Everway[/b]. Even if one were to port these techniques as a house rule, the dice pools make for vague indicators of success, based upon the broad distribution potential of fortune, which overshadows the karmic allocation of resources. Third, there is no player-based input on adjudication, enabling group storytelling, like [b]Whispering Vault[/b] or [b]Amber[/b]. In fact, even at its most fluid designations, like the "magic" system in [b]Mage[/b], GM mandate and direction is the standard. Furthermore, dropping out of "immersive actor" stance is frowned upon in the basic delineation of how the game is played. Finally, Storyteller's reward structure and progression mechanics are explicitly incoherent to the stated Premise of the games. The efficient allocation of experience is to gear up on the "kewl powerz" or "mad skillz" as encouraged by the mechanical currency of the system. Furthermore, things like glamour, arete, and gnosis are given "kewl powerz"-related designations, but nothing in regard to the Premise. For instance, how does Arete relate to Ascension? Yes, it needs to be high, but what does it do to get the mage there? Beyond emulating the potency of the Mage's magicworks, what does it represent mechanically? The system doesn't give an answer that translates into game play. For contrasts, look at the Humanity mechanic in [b]Sorcerer[/b] or the fluid development options in [b]Heroquest[/b] or the obsession-focused currency of [b]Unknown Armies[/b]. Reward should further premise; Storyteller's system doesn't. I think that the big conceptual error that Tom's having here is the "Premise" equates to "Story." It doesn't. For instance, in d20, we have many a game setting that offers Premise, like [b]XCrawl[/b], [b]Midnight[/b], or [b]Afghanistan d20[/b]. From the stated premise, each of these d20 settings will allow "stories" to be developed, just as [b]Mage[/b] or [b]Wraith[/b] does. However, in none of these cases is storytelling facilitated by the system. Yes, "Premise" is the first step towards storytelling, but there is much more involved in actual implementation. If you want a pure "storytelling" game, look for [b]Once Upon a Time[/b], a cool little card game from [i]Atlas[/i] Games. :) Now back to the main topic. All of the elements of "storytelling" implementation in RPGs that I listed above may be freely ported to d20. Premise is the most obvious, but other elements like "dramatic" designation, stance shifting, focused reward and development, and player adjudication via "Fortune-in-the-Middle" can be smoothly incorporated due to the simple framework at the core of d20's design. It is this fluidity of implementation that makes d20 one of the best games around, regardless of where you stand on the Edwardians triangle of Gamist, Narrativist or Simulationist. (BTW: if you're having a hard time following my recherche gaming lingo, yet have some morbid desire to pursue the topics mentioned at greater depths, you may want to go visit the Forge. But don't blame me for the headache. ;) Thanks for reading. ---Merova [/QUOTE]
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[revolution] Exactly WHY is d20 so great, comparing?
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