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<blockquote data-quote="AbdulAlhazred" data-source="post: 8321334" data-attributes="member: 82106"><p>Right, I think of Fight in the Skies/Dawn Patrol. It has a 'book' and each player picks a move from the book, basically. Then you see what happens (there are some dice that come in after that point). It is not technically an RPG either of course... As with En-Garde! the moves CONTAIN the fiction instead of being an outgrowth of it. In an En-Garde! duel a lot of stuff can happen, because there are a lot of moves and you chain a bunch of them together, so the output space is large, but every possible outcome results in a specific knowable fiction. It is an RPG, the ref can pretty much decide what the consequences and follow on to the duel are, (aside from those dictated by the rules) but the internal fiction of the conflict is its own small thing dictated by the moves. Dawn Patrol is the same, if one player does an Immelman and the other player follows him, then X happens. There isn't any provision for some totally unexpected thing to happen, or the GM to intervene (DP doesn't even have a GM). </p><p></p><p>Same with choose your own story books and similar things, or Magic: the Gathering games (though you can certainly embellish them with more detailed stories).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8321334, member: 82106"] Right, I think of Fight in the Skies/Dawn Patrol. It has a 'book' and each player picks a move from the book, basically. Then you see what happens (there are some dice that come in after that point). It is not technically an RPG either of course... As with En-Garde! the moves CONTAIN the fiction instead of being an outgrowth of it. In an En-Garde! duel a lot of stuff can happen, because there are a lot of moves and you chain a bunch of them together, so the output space is large, but every possible outcome results in a specific knowable fiction. It is an RPG, the ref can pretty much decide what the consequences and follow on to the duel are, (aside from those dictated by the rules) but the internal fiction of the conflict is its own small thing dictated by the moves. Dawn Patrol is the same, if one player does an Immelman and the other player follows him, then X happens. There isn't any provision for some totally unexpected thing to happen, or the GM to intervene (DP doesn't even have a GM). Same with choose your own story books and similar things, or Magic: the Gathering games (though you can certainly embellish them with more detailed stories). [/QUOTE]
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