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RPGing and imagination: a fundamental point
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<blockquote data-quote="FrogReaver" data-source="post: 9209662" data-attributes="member: 6795602"><p>Right! To me whatever mechanics exist to determine the meaning of that roll or rolls like that - that's a model.</p><p></p><p></p><p>I agree there's a differentiation there. I wouldn't attribute it to 'modeling' vs 'not modeling' though. Encumbrance is a model. So is the scaling proficiency bonus by level. But so is the Athletics check, the attack roll, the perception check. Etc. I think you nailed the difference in describing it as willingness to risk outcomes they don't want. That to me seems the fundamental difference in those types of mechanics.</p><p></p><p></p><p>Yea - I think whatever you all are meaning by 'constraining the negotiation' isn't what I mean by negotiation. When the player rolls his athletics check to jump over the obstacle, there isn't a negotiation happening IMO. The DM determines the difficulty of jumping over the obstacle, the player rolls and if the DC is met then he jumps over the obstacle. *In a game like Blades in the dark there is explicitly negotiation up until the roll - so it's not that negotiation cannot ever happen in this process - it's just not present in the process of many RPG's.</p><p></p><p>The definition of model I gave was -</p><ol> <li data-xf-list-type="ol">A mechanical model simply takes an input and yields a result<strong> that has meaning assigned to it.</strong></li> </ol><p>To me the act of assigning meaning is exactly what you are talking about. Different rules structures assign meaning differently</p><p></p><p>I agree that creating the unwelcome and unwanted in the game's fiction is (at least from the PC's perspective) an absolutely essential part of RPG rules. I still would go with the purpose is to model - its just inherent that in some of those models there must be an engine that creates unwelcome and unwanted fiction.</p><p></p><p></p><p>IMO. All a roll is - is randomization. It's the specific mechanics behind the roll and what they model and the resulting meaning that has true value and impact.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9209662, member: 6795602"] Right! To me whatever mechanics exist to determine the meaning of that roll or rolls like that - that's a model. I agree there's a differentiation there. I wouldn't attribute it to 'modeling' vs 'not modeling' though. Encumbrance is a model. So is the scaling proficiency bonus by level. But so is the Athletics check, the attack roll, the perception check. Etc. I think you nailed the difference in describing it as willingness to risk outcomes they don't want. That to me seems the fundamental difference in those types of mechanics. Yea - I think whatever you all are meaning by 'constraining the negotiation' isn't what I mean by negotiation. When the player rolls his athletics check to jump over the obstacle, there isn't a negotiation happening IMO. The DM determines the difficulty of jumping over the obstacle, the player rolls and if the DC is met then he jumps over the obstacle. *In a game like Blades in the dark there is explicitly negotiation up until the roll - so it's not that negotiation cannot ever happen in this process - it's just not present in the process of many RPG's. The definition of model I gave was - [LIST=1] [*]A mechanical model simply takes an input and yields a result[B] that has meaning assigned to it.[/B] [/LIST] To me the act of assigning meaning is exactly what you are talking about. Different rules structures assign meaning differently I agree that creating the unwelcome and unwanted in the game's fiction is (at least from the PC's perspective) an absolutely essential part of RPG rules. I still would go with the purpose is to model - its just inherent that in some of those models there must be an engine that creates unwelcome and unwanted fiction. IMO. All a roll is - is randomization. It's the specific mechanics behind the roll and what they model and the resulting meaning that has true value and impact. [/QUOTE]
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