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Story Now, Skilled Play, and Elephants
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<blockquote data-quote="Manbearcat" data-source="post: 8302659" data-attributes="member: 6696971"><p>A couple quick thoughts based on the flurry of posts above:</p><p></p><p>1) Wheel of Fortune and Pictionary and Crossword Puzzles and Portal (inferring patterns/relationships + integrating with knowledge-base after examination and interaction and then solving the puzzle) absolutely require skill. There are clearly people who are better and worse at these types of games (and people that love them and people that hate them).</p><p></p><p>That looks to me like the Skilled Play we’re discussing here.</p><p></p><p>2) These games rely upon deeply structured, deeply coherent, deeply integrated puzzles where patterns/relationships can be inferred after both (a) GM foreshadowing and (b) interaction with/prompting the obstacle for more information.</p><p></p><p>Counter to what has been expressed, there are a LOT of obstacles/aspects of the imagined space that haven’t been pinned down/firmed up/granularity rendered even in very high resolution sandboxes. And characters are going to invariably bump up against them a fair bit (like the afformentioned guard). So in order for those things to plug into that skill set outlined in (1) above, the GM is going to need to do a lot of extremely deft (a) and (b) work RIGHT NOW for competitive integrity to be maintained (therefore Skilled Play to possess integrity).</p><p></p><p>I’m absolutely not saying it can’t be done…but, in my opinion, this is where a massive chunk in GMing skill is expressed (the other part being in the scenario/obstacle course designwork of the persistent/prefabricated/keyed items and in conveying them well during play…then refereeing the whole thing) so the play is hugely sensitive to GMing skill here.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8302659, member: 6696971"] A couple quick thoughts based on the flurry of posts above: 1) Wheel of Fortune and Pictionary and Crossword Puzzles and Portal (inferring patterns/relationships + integrating with knowledge-base after examination and interaction and then solving the puzzle) absolutely require skill. There are clearly people who are better and worse at these types of games (and people that love them and people that hate them). That looks to me like the Skilled Play we’re discussing here. 2) These games rely upon deeply structured, deeply coherent, deeply integrated puzzles where patterns/relationships can be inferred after both (a) GM foreshadowing and (b) interaction with/prompting the obstacle for more information. Counter to what has been expressed, there are a LOT of obstacles/aspects of the imagined space that haven’t been pinned down/firmed up/granularity rendered even in very high resolution sandboxes. And characters are going to invariably bump up against them a fair bit (like the afformentioned guard). So in order for those things to plug into that skill set outlined in (1) above, the GM is going to need to do a lot of extremely deft (a) and (b) work RIGHT NOW for competitive integrity to be maintained (therefore Skilled Play to possess integrity). I’m absolutely not saying it can’t be done…but, in my opinion, this is where a massive chunk in GMing skill is expressed (the other part being in the scenario/obstacle course designwork of the persistent/prefabricated/keyed items and in conveying them well during play…then refereeing the whole thing) so the play is hugely sensitive to GMing skill here. [/QUOTE]
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