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<blockquote data-quote="hawkeyefan" data-source="post: 8416085" data-attributes="member: 6785785"><p>That's likely a better example. I still don't think it's perfect and is actually addressed in the rules; they actually explain that a person obviously does not take up a 5' square, but that this is the area they control in a conflict. I mean, I'm picturing two guards standing at the entrance to a 10 foot hallway and trying to imagine exactly how I'd be able to get by them if they didn't want me to do so. I'd have to engage them in some way. Knowing this as a player reflects what my character would know. So in that sense, I don't think this is quite as nonsensical as you've painted it.</p><p></p><p>Why I said this is likely a better example is in how we may adjudicate it. There are rules about shoving a creature, but nothing about diving or rolling through a threatened area as there was in 3.x D&D. So this is an example where there are potentially more modules of rules to deal with in order to represent something that is happening or being attempted in the fiction. </p><p></p><p>But the GM can just as easily say something like "Roll a Dex-Acrobatics check versus this enemy's Passive Perception score to see if he is ready for the move and can therefore attack you as you try to pass him." </p><p></p><p>Just because there are rules systems doesn't mean that a GM can't come up with something not specifically codified for a specific situation. </p><p></p><p>However, I would agree there are likely easier ways for a system to be both visible and flexible enough to be applied in a variety of ways.</p><p></p><p></p><p></p><p>Sure, this is the big benefit that would seem to be offered by FKR. But I think it's also one offered by some OSR games and some narrative games and even, as I just displayed up above, D&D 5e. </p><p></p><p>This isn't absent in other games. I agree with you that it could be a problem, but I think it can be addressed in other ways than simply removing awareness of the rules.</p><p></p><p></p><p></p><p>I don't know if I entirely agree with that verbatim, but I don't know the context of the original quote. I think Blades is very much a fiction first game. However, when it was designed, I do think that there were elements of the world that were crafted to push play in certain ways, and to let groups decide exactly how things work for themselves. Kind of a simultaneous design of rules and setting more than one coming before the other.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8416085, member: 6785785"] That's likely a better example. I still don't think it's perfect and is actually addressed in the rules; they actually explain that a person obviously does not take up a 5' square, but that this is the area they control in a conflict. I mean, I'm picturing two guards standing at the entrance to a 10 foot hallway and trying to imagine exactly how I'd be able to get by them if they didn't want me to do so. I'd have to engage them in some way. Knowing this as a player reflects what my character would know. So in that sense, I don't think this is quite as nonsensical as you've painted it. Why I said this is likely a better example is in how we may adjudicate it. There are rules about shoving a creature, but nothing about diving or rolling through a threatened area as there was in 3.x D&D. So this is an example where there are potentially more modules of rules to deal with in order to represent something that is happening or being attempted in the fiction. But the GM can just as easily say something like "Roll a Dex-Acrobatics check versus this enemy's Passive Perception score to see if he is ready for the move and can therefore attack you as you try to pass him." Just because there are rules systems doesn't mean that a GM can't come up with something not specifically codified for a specific situation. However, I would agree there are likely easier ways for a system to be both visible and flexible enough to be applied in a variety of ways. Sure, this is the big benefit that would seem to be offered by FKR. But I think it's also one offered by some OSR games and some narrative games and even, as I just displayed up above, D&D 5e. This isn't absent in other games. I agree with you that it could be a problem, but I think it can be addressed in other ways than simply removing awareness of the rules. I don't know if I entirely agree with that verbatim, but I don't know the context of the original quote. I think Blades is very much a fiction first game. However, when it was designed, I do think that there were elements of the world that were crafted to push play in certain ways, and to let groups decide exactly how things work for themselves. Kind of a simultaneous design of rules and setting more than one coming before the other. [/QUOTE]
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