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Story Now, Skilled Play, and Elephants
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<blockquote data-quote="Ovinomancer" data-source="post: 8299633" data-attributes="member: 16814"><p>The inversion of input to output. If the output of the process is an input to the decision making, then you're not really leveraging the system. The system can very much allow for this, encourage it even, but this fundamentally disables the ability to leverage the system to achieve a goal. The system isn't being leveraged, here -- I'm not applying it to my problem in any way -- because the system just says "sure, make up a cool story beat right here and do that."</p><p></p><p>The general argument having been addressed here, I don't think that the games you've listed actually do this. In Fate, skilled play is about bringing your aspects to bear for success and good use of your Fate points (spend them willy-nilly, refuse complications to regain them, or just don't use them and you'll have issues with the system). The GM just outright deciding what happens next, even if it makes for a great story, isn't leveraging these system tools at all -- it's just the GM doing the thing.</p><p></p><p>Similarly, in Cortex, the Doom Pool is a player facing mechanic and can be (and must be) managed for skilled play. The GM has to decide how to use it, and has leeway, but cannot just "tell a story" and ignore it. It's a constraining mechanic available to the players for manipulation. As such, Cortex doesn't fall into the using the mechanics to tell a story bucket, either.</p><p></p><p>And, as for PbtA games, well, I also disagree. Skillful play here is very much constraining the GM's ability to tell you a story. It's a tad anathema to the system, even.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8299633, member: 16814"] The inversion of input to output. If the output of the process is an input to the decision making, then you're not really leveraging the system. The system can very much allow for this, encourage it even, but this fundamentally disables the ability to leverage the system to achieve a goal. The system isn't being leveraged, here -- I'm not applying it to my problem in any way -- because the system just says "sure, make up a cool story beat right here and do that." The general argument having been addressed here, I don't think that the games you've listed actually do this. In Fate, skilled play is about bringing your aspects to bear for success and good use of your Fate points (spend them willy-nilly, refuse complications to regain them, or just don't use them and you'll have issues with the system). The GM just outright deciding what happens next, even if it makes for a great story, isn't leveraging these system tools at all -- it's just the GM doing the thing. Similarly, in Cortex, the Doom Pool is a player facing mechanic and can be (and must be) managed for skilled play. The GM has to decide how to use it, and has leeway, but cannot just "tell a story" and ignore it. It's a constraining mechanic available to the players for manipulation. As such, Cortex doesn't fall into the using the mechanics to tell a story bucket, either. And, as for PbtA games, well, I also disagree. Skillful play here is very much constraining the GM's ability to tell you a story. It's a tad anathema to the system, even. [/QUOTE]
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