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<blockquote data-quote="Manbearcat" data-source="post: 8430305" data-attributes="member: 6696971"><p>To be clear (and I tried to in my post critiquing it), do you understand why I don't like it? </p><p></p><p>If you don't understand why I don't like it, its because of the following:</p><p></p><p>There is no discernible skilled play happening here. The player is given some kind of fiat to just describe their character after a situation is already encoded onto play (its like doing chargen after each specific scene you're facing is framed). Then, the player has nothing to anchor them/orient them to the fiction outside of a few bits of scene tags. It appears that they have absolutely no understood (by them) mechanical architecture to interface with and leverage in their OODA (observe > orient > decide > act) Loop. So they don't know what they can do outside of "I'm shaolin guy and I'm on a plane with angry big dude" and then they try to ask orienting questions and they get rebuffed by the GM. </p><p></p><p>Whatever comes out of their mouth next is completely arbitrary...just like the inputs that would form those mouth utterances. They can't model the situation that they're in because there isn't enough substantive qualities about either the gamestate or the fiction or their dramatic need within this conflict (neither constraints nor things to leverage nor things to make predictive inferences by), or if there even is one! So whatever they say next is overwhelmingly arbitrary!</p><p></p><p>And the conversation (as I said before) points toward some hybrid of Calvinball (whereby an apex arbiter of play gets to dictate the inputs of play, the resolution process of play - if any -, and the outputs of play pretty much entirely at their discretion...and change the nature/medium of play at their discretion as well) and Conch Passing (you talk > I talk > you talk > I talk...each of us bound by the prior talking ad infinitum).</p><p></p><p></p><p>The lack of anything resembling skilled play and the Calvinball + Storytelling Conch Passing inherent to that excerpt makes for a play paradigm that (again, I don't mean to be a dick) I couldn't imagine being less palatable. Unstructured freeform where one participant gives arbitrary authority to someone else...invests the game with arbitrary structure...but the structure doesn't do any heavy lifting to inform/orient/anchor the players such that they understand the constraints of their movespace/what they can leverage and then they get rebuffed when they try to probe about those very things (so they can make an informed action declaration and not behave like a mostly sensory - including proprioception - deprived actor who doesn't know how to impact the gamestate)...well, its <em>something</em>. </p><p></p><p>And it appears that this <em>something </em>isn't beloved by all FKR-ers either (nor do they hold it as representative of their play).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8430305, member: 6696971"] To be clear (and I tried to in my post critiquing it), do you understand why I don't like it? If you don't understand why I don't like it, its because of the following: There is no discernible skilled play happening here. The player is given some kind of fiat to just describe their character after a situation is already encoded onto play (its like doing chargen after each specific scene you're facing is framed). Then, the player has nothing to anchor them/orient them to the fiction outside of a few bits of scene tags. It appears that they have absolutely no understood (by them) mechanical architecture to interface with and leverage in their OODA (observe > orient > decide > act) Loop. So they don't know what they can do outside of "I'm shaolin guy and I'm on a plane with angry big dude" and then they try to ask orienting questions and they get rebuffed by the GM. Whatever comes out of their mouth next is completely arbitrary...just like the inputs that would form those mouth utterances. They can't model the situation that they're in because there isn't enough substantive qualities about either the gamestate or the fiction or their dramatic need within this conflict (neither constraints nor things to leverage nor things to make predictive inferences by), or if there even is one! So whatever they say next is overwhelmingly arbitrary! And the conversation (as I said before) points toward some hybrid of Calvinball (whereby an apex arbiter of play gets to dictate the inputs of play, the resolution process of play - if any -, and the outputs of play pretty much entirely at their discretion...and change the nature/medium of play at their discretion as well) and Conch Passing (you talk > I talk > you talk > I talk...each of us bound by the prior talking ad infinitum). The lack of anything resembling skilled play and the Calvinball + Storytelling Conch Passing inherent to that excerpt makes for a play paradigm that (again, I don't mean to be a dick) I couldn't imagine being less palatable. Unstructured freeform where one participant gives arbitrary authority to someone else...invests the game with arbitrary structure...but the structure doesn't do any heavy lifting to inform/orient/anchor the players such that they understand the constraints of their movespace/what they can leverage and then they get rebuffed when they try to probe about those very things (so they can make an informed action declaration and not behave like a mostly sensory - including proprioception - deprived actor who doesn't know how to impact the gamestate)...well, its [I]something[/I]. And it appears that this [I]something [/I]isn't beloved by all FKR-ers either (nor do they hold it as representative of their play). [/QUOTE]
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