BryonD
Hero
expound on something??!!??)
And you know, being asked to explain it to you for the 28th time now so that next week you can again claim that the point has never been made gets really old.
expound on something??!!??)
True.And if you can't come up with ingame reasons why jumping won't work - the chasm's too wide, the wind too strong, the ground too slippery, the PC's legs too tired, etc, etc - then you probably shouldn't be playing that game.
He never said that, only that your metagame mechanics should not violate the physics you imagine for your game world.
Yep.
The degree to which this is not true is, by and large, the degree to which the players have to make decisions in spite of their roles, rather than because of their roles. I.e., they have to step outside of their role-based view of the game milieu and into the meta-game view in order to act in accordance with the rules.
I'm not sure what is being asserted here. The most natural reading, for me, entails that HeroWars/Quest, or even The Riddle of Steel, is not a RPG, or is at odds with the point of a RPG. Is that's what is intended?If there is a choice between a mechanic that causes absurd results, and one that does not do so, you should obviously choose the least absurd unless you're in it for comedy.
Because an absurd mechanic, sooner or later, leads to absurd interpretation simply because, if the mechanic is absurd, all of the non-absurd interpretations rely on things such as unlikely coincidence, which become absurd as they pile up.
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The point of role-assumption is not to make choices on the basis of an over-arching narrative, but to make choices based upon the role assumed.
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So, again, if there is a choice between a mechanic that causes absurd results, and one that does not do so, you should obviously choose the least absurd unless you're in it for comedy.
BryonD, I've never said that your game is half-baked or that you're delusional in thinking it can deliver a satisfying RPG experience.True.
Also, if you want the mechanics to do what the narrative says and not be required to make up narrative to do what the mechanics say, then, this also is a very good reason not to play that game.
A lot of people make this very sound choice.
I'm not sure what is being asserted here. The most natural reading, for me, entails that HeroWars/Quest, or even The Riddle of Steel, is not a RPG, or is at odds with the point of a RPG. Is that's what is intended?
Why do I say that this entailment holds? Because in both those games, in a swordfight, how well a PC does against an NPC will depend, in part, on the relationship (emotional/spiritual/political/etc) between PC and NPC. And not because the designers of the game think that, in the world according to its physics, connections produce toughter sword swings. It's because part of the point of both games is to reflect the significance of emotional/spiritual/political stakes directly in the mechanics.
On the issue of absurdity - there is nothing absurd about 3 jump cards. It is completely conceivable that an adventurer might succeed at overcoming only 3 challenges per day/session/encounter/etc by jumping - because all the other chasms are too big, or too wet on the approach, or the adventurer is too fatigued, or whatever.
How does this respond or in any way relate to what I said?BryonD, I've never said that your game is half-baked or that you're delusional in thinking it can deliver a satisfying RPG experience.
I'm not saying that now.
I'm just trying to defend my game against the accusation that it is half-baked or that I am delusional.
I have negative interest in playing in a game that works the way you describe here. You like it. That is cool.On the issue of absurdity - there is nothing absurd about 3 jump cards. It is completely conceivable that an adventurer might succeed at overcoming only 3 challenges per day/session/encounter/etc by jumping - because all the other chasms are too big, or too wet on the approach, or the adventurer is too fatigued, or whatever. In a game based on jump card, part of the point of the game is to require players and GM to produce narrations that explain these ingame constraints that bring the world of the game into conformity with the metagame-determined possibilities.