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Solving the "Just Roleplay it..." problem...
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<blockquote data-quote="payn" data-source="post: 8959696" data-attributes="member: 90374"><p>I'd like to expand a little on my earlier comments about this. I stopped using XP in my games because it lead my players a little too much by the nose. It encouraged metagaming and discouraged clever play (at my tables of course). By eliminating XP and going to milestone my players became a lot more curious, creative, proactive, and just all around more adventurous. So, im not of the mind that specific mechanics improve play in a particular way. I feel it often does the opposite.</p><p></p><p>Of course, that is purely philosophical. I have had many discussions here on EN World and other places about the above. Some folks want specific instruction from the game rules to inform them of what is in bounds and out of bounds. They want a specific play loop detailed out so they know how to play the game. I know many players like this so these mechanical ideas can work well for them.</p><p></p><p></p><p>I dont really understand the distinction here. You dont have to describe how Karg stretches out and ripples his muscles as he bends at the knees and fully describe how he actually lifts the boulder. He just lifts the heavy ass boulder because he is really strong. I dont see why a clever idea, deducing a mystery, or coming up with a plan requires the player themselves being smart enough or having to describe it in detail how it happens. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="payn, post: 8959696, member: 90374"] I'd like to expand a little on my earlier comments about this. I stopped using XP in my games because it lead my players a little too much by the nose. It encouraged metagaming and discouraged clever play (at my tables of course). By eliminating XP and going to milestone my players became a lot more curious, creative, proactive, and just all around more adventurous. So, im not of the mind that specific mechanics improve play in a particular way. I feel it often does the opposite. Of course, that is purely philosophical. I have had many discussions here on EN World and other places about the above. Some folks want specific instruction from the game rules to inform them of what is in bounds and out of bounds. They want a specific play loop detailed out so they know how to play the game. I know many players like this so these mechanical ideas can work well for them. I dont really understand the distinction here. You dont have to describe how Karg stretches out and ripples his muscles as he bends at the knees and fully describe how he actually lifts the boulder. He just lifts the heavy ass boulder because he is really strong. I dont see why a clever idea, deducing a mystery, or coming up with a plan requires the player themselves being smart enough or having to describe it in detail how it happens. 🤷♂️ [/QUOTE]
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