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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8651885" data-attributes="member: 82106"><p>I think there are games where this is true. However, the main point, IMHO, of tying the probabilities to something about the PC is that it rewards consistent play. That is, if my character has Persuasion as an attribute/skill/whatever then this is a solution the player is encouraged to use, their character is a persuader of others. Sure, it may well be that you cannot always say there's a 'reason' in terms of proposed in-game causality, but OTOH it is NOT exactly common for a check to literally establish something right there that is unrelated to it. There is always, IME, a plausible connection between character skill and outcomes, though the actual reasons at the table may be "I did it this way because I get the bonuses."</p><p></p><p>They can effect the whole setting! Why would it be necessary to localize them?</p><p></p><p>I think it is generally more incidental. It is certainly possible for their to be unknowns which become apparent as play progresses. It probably won't look like exploration of some established facts (IE the GM's notes).</p><p></p><p>How does it force play forward? It blocks one path, and presumably the PCs will then explore some other path. And no, not all tasks resolve conflicts. What if I'm climbing a wall because I want to get into the castle where the safe is, which I want to find some papers in? That task doesn't resolve anything, except whether I move into the castle. So, I agree that fortune is always related to conflicts, but some checks are going to be somewhat peripheral. This is one reason why I've always liked SC-like constructs, they allow play to incorporate things like planning and such into a cohesive whole (BitD Jobs do the same thing). In the case of PbtA games you DO have things like 'hold' and 'Forward' which allow players to carry out preparatory moves that have a direct input into later things.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8651885, member: 82106"] I think there are games where this is true. However, the main point, IMHO, of tying the probabilities to something about the PC is that it rewards consistent play. That is, if my character has Persuasion as an attribute/skill/whatever then this is a solution the player is encouraged to use, their character is a persuader of others. Sure, it may well be that you cannot always say there's a 'reason' in terms of proposed in-game causality, but OTOH it is NOT exactly common for a check to literally establish something right there that is unrelated to it. There is always, IME, a plausible connection between character skill and outcomes, though the actual reasons at the table may be "I did it this way because I get the bonuses." They can effect the whole setting! Why would it be necessary to localize them? I think it is generally more incidental. It is certainly possible for their to be unknowns which become apparent as play progresses. It probably won't look like exploration of some established facts (IE the GM's notes). How does it force play forward? It blocks one path, and presumably the PCs will then explore some other path. And no, not all tasks resolve conflicts. What if I'm climbing a wall because I want to get into the castle where the safe is, which I want to find some papers in? That task doesn't resolve anything, except whether I move into the castle. So, I agree that fortune is always related to conflicts, but some checks are going to be somewhat peripheral. This is one reason why I've always liked SC-like constructs, they allow play to incorporate things like planning and such into a cohesive whole (BitD Jobs do the same thing). In the case of PbtA games you DO have things like 'hold' and 'Forward' which allow players to carry out preparatory moves that have a direct input into later things. [/QUOTE]
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