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<blockquote data-quote="Campbell" data-source="post: 8299218" data-attributes="member: 16586"><p>[USER=42582]@pemerton[/USER] </p><p></p><p>Definitely. You see similar elements in most of Vincent Baker's designs (thinking mostly of Apocalypse World and Dogs in the Vineyard here) where the rules of the game force you to address the fiction.</p><p></p><p>Another stellar example is Exalted Third Edition's social influence system. In order to convince a character to do something you have to target one of their intimacies (defined stuff they care about). It's something of a shell game where knowing more about a given character can give you power over them. In order to find this stuff out though you have to make moves within the fiction that reveal it. There are layered systems and special moves to master, but they constantly call you back to the fiction.</p><p></p><p>Blades in the Dark is another game that deeply cares about skilled play (of the fiction) that looks quite different from OSR play. Damn near every moment of play is about negotiating fictional positioning and considering the risks you are taking operationalized in position and effect. There almost no real defined mechanical impacts. It's all about the fiction. One of the players in John Harper's stream was often accused by viewers of being a rules lawyer, but really was a fictional positioning lawyer in that he (InControl) was constanly seeking detailed information about the fiction to play off of.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8299218, member: 16586"] [USER=42582]@pemerton[/USER] Definitely. You see similar elements in most of Vincent Baker's designs (thinking mostly of Apocalypse World and Dogs in the Vineyard here) where the rules of the game force you to address the fiction. Another stellar example is Exalted Third Edition's social influence system. In order to convince a character to do something you have to target one of their intimacies (defined stuff they care about). It's something of a shell game where knowing more about a given character can give you power over them. In order to find this stuff out though you have to make moves within the fiction that reveal it. There are layered systems and special moves to master, but they constantly call you back to the fiction. Blades in the Dark is another game that deeply cares about skilled play (of the fiction) that looks quite different from OSR play. Damn near every moment of play is about negotiating fictional positioning and considering the risks you are taking operationalized in position and effect. There almost no real defined mechanical impacts. It's all about the fiction. One of the players in John Harper's stream was often accused by viewers of being a rules lawyer, but really was a fictional positioning lawyer in that he (InControl) was constanly seeking detailed information about the fiction to play off of. [/QUOTE]
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