Moments that are dramatic, exciting, hilarious or powerful in hindsight are often absolutely terrifying in the moment.
Terrifying, or otherwise highly emotional, yes.
Moments that are dramatic, exciting, hilarious or powerful in hindsight are often absolutely terrifying in the moment.
Well, you can infer a lot from the mechanics. If you take 8 of your total 10 hp (D&D example) in one fell swoop, you can infer that the creature took a mortal blow and cinematically describe that hit as a mortal wound, and if the system allows it, even describe in practical terms how that affects performance. If the system has critical or fumble rules you can cinematically describe those while also applying the mechanics of those. Some systems (RQ) go so far as to describe limb removal effects which would of course be described cinematically as well. Skill description often give guidance on what success and failure could mean, but it's often left to in-game interpretation. Best case is let the table determine in those moments how those effects play out.Yes, you can use dramatic voice. But that is in no way the same as using dramatic resolution techniques/mechanics. Tactical-system in dramatic voice will have different play experience and results from dramatic resolution.
Well, you can still use judgment and describe the played-out process in the most fun way possible ("fun" as defined by table preferences), even if the chips fall a certain way. I like that chance determines the way things go rather than trying to force a realtime narrative (which groups of people can disagree on), but that's just me.D&D, I'd say, is one of the latter. And then we see the conflicts between folks who are more interested in allowing its process to play out, good story or no, and those who are more interested in having the guidance applied by something outside the rules.
Well, you can still use judgment and describe the played-out process in the most fun way possible ("fun" as defined by table preferences), even if the chips fall a certain way.
And this is where the difference arises. Tactical systems reward some activities, and generally penalize others. If the tactical actions that are successful/rewarded are not terribly dramatic, these things won't align.
Insofar as "closure" and epiphany are rarely observed in the real world at all, much less in any particular structure, you mean?
I think the point we get to here is that there are systems that guide the development of the action and narrative into forms that meet the human definition of a good story, without pre-determining what the narrative developments will be in detail, and systems that do not have that tendency in and of themselves.
D&D, I'd say, is one of the latter. And then we see the conflicts between folks who are more interested in allowing its process to play out, good story or no, and those who are more interested in having the guidance applied by something outside the rules.
Strongly disagree. I have for example only about six months of regular fencing practice, but to me when I see staged combat if it doesn't look like what I'd expect practical combat to look like - that is to say if it doesn't look tactical in the sense that you use the word - then it also doesn't look dramatic to me. It looks silly. It breaks suspension of disbelief and it makes the characters look ridiculous
So how does this ontology help us design/define games? Can you provide an example for each?