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General Tabletop Discussion
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RPGing and imagination: a fundamental point
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<blockquote data-quote="pemerton" data-source="post: 9230931" data-attributes="member: 42582"><p>It's secret at the start of the session. It is used in framing and adjudication.</p><p></p><p>I presented an actual play example not far upthread, from Prince Valiant rather than DitV - the Blue Cloak. Here it is again:</p><p>The scenario doesn't work if the players know all the backstory at the start. It works by the GM <em>actively</em> revealing the backstory <em>in play</em>.</p><p></p><p>As my play example illustrates, there can be mystery, and uncertainty, and disagreements among the PCs (and their players) as to what is going on, with one being right and the other being wrong. The action resolution is conflict resolution. But there is no risk of an action declaration contradicting the backstory.</p><p></p><p>Why, in a high myth game, would the presence of every person in every room at every moment be determined? And what they are saying? And who is visiting them?</p><p></p><p>Classic dungeons are full of random encounter charts, and % chances of being in lairs, and so on.</p><p></p><p>That's before we get to urban scenarios, like those in DitV.</p><p></p><p>Even if an urban module has a description for what is happening in the kitchen in the middle of the day, does the same description apply at night? And is <em>exactly the same thing</em> happening in the kitchen at midday, day after day after day? Game systems like classic D&D and CoC use various heuristics and techniques to generate events and room content in these circumstances. So does DitV: it's just that those in DitV are sensitive to player intents, and to questions of <em>what is at stake</em>, in a way that those in classic D&D and CoC are not.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9230931, member: 42582"] It's secret at the start of the session. It is used in framing and adjudication. I presented an actual play example not far upthread, from Prince Valiant rather than DitV - the Blue Cloak. Here it is again: The scenario doesn't work if the players know all the backstory at the start. It works by the GM [I]actively[/I] revealing the backstory [I]in play[/I]. As my play example illustrates, there can be mystery, and uncertainty, and disagreements among the PCs (and their players) as to what is going on, with one being right and the other being wrong. The action resolution is conflict resolution. But there is no risk of an action declaration contradicting the backstory. Why, in a high myth game, would the presence of every person in every room at every moment be determined? And what they are saying? And who is visiting them? Classic dungeons are full of random encounter charts, and % chances of being in lairs, and so on. That's before we get to urban scenarios, like those in DitV. Even if an urban module has a description for what is happening in the kitchen in the middle of the day, does the same description apply at night? And is [I]exactly the same thing[/I] happening in the kitchen at midday, day after day after day? Game systems like classic D&D and CoC use various heuristics and techniques to generate events and room content in these circumstances. So does DitV: it's just that those in DitV are sensitive to player intents, and to questions of [I]what is at stake[/I], in a way that those in classic D&D and CoC are not. [/QUOTE]
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