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The D&D Experience (or, All Roads lead to Rome)
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<blockquote data-quote="pemerton" data-source="post: 5465646" data-attributes="member: 42582"><p>I think that fits with what I had previously thought.</p><p></p><p>As I posted on my Actual Play thread, I think verisimilitude is itself a bit slippery, because other stuff going on can make parts of the gameworld become more or less salient. But my impression of your preferences is that you strongly prefer a world exploration game. And I'm on the record in numerous threads, including probably this one, as saying that 4e doesn't support world exploration. Even since I've been running a couple of exploration-focused scenarios (as I've been talking about in my actual play threads over the past month or two) I don't think of these as world exploration in what I understand to be your preferred sense.</p><p></p><p>You also seem to me to be saying something different from what BryonD is saying:</p><p></p><p>This implies, for example, that in a skill challenge approach the narrative significance of the RP is not included. Which I regard as false. What is true is that in a skill challenge approach the narrative signficance of the RP is not, on its own, determinative, because the structure of the mechanic obliges the GM to inject additional complications, and the players to inject their own responses to those complications.</p><p></p><p>But this feature of the skill challenge mechanic <em>does</em> mean that the world and its ingame causal logic are not determinative. Sometimes, at least, the complication that the GM injects will be purely metagame driven (as in the example skill challenge in the Rules Compendium).</p><p></p><p>I hesitate to say that this is at the expense of verisimilitude - the example in the RC doesn't break verisimilitude, for example. But it is at the expense of world exploration as a priority. Apart from anything else, there are these potential bits of the world - the complications that the GM is ready to inejct - that can't be known (and hence can't be explored) until the resolution mechanic plays out.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5465646, member: 42582"] I think that fits with what I had previously thought. As I posted on my Actual Play thread, I think verisimilitude is itself a bit slippery, because other stuff going on can make parts of the gameworld become more or less salient. But my impression of your preferences is that you strongly prefer a world exploration game. And I'm on the record in numerous threads, including probably this one, as saying that 4e doesn't support world exploration. Even since I've been running a couple of exploration-focused scenarios (as I've been talking about in my actual play threads over the past month or two) I don't think of these as world exploration in what I understand to be your preferred sense. You also seem to me to be saying something different from what BryonD is saying: This implies, for example, that in a skill challenge approach the narrative significance of the RP is not included. Which I regard as false. What is true is that in a skill challenge approach the narrative signficance of the RP is not, on its own, determinative, because the structure of the mechanic obliges the GM to inject additional complications, and the players to inject their own responses to those complications. But this feature of the skill challenge mechanic [I]does[/I] mean that the world and its ingame causal logic are not determinative. Sometimes, at least, the complication that the GM injects will be purely metagame driven (as in the example skill challenge in the Rules Compendium). I hesitate to say that this is at the expense of verisimilitude - the example in the RC doesn't break verisimilitude, for example. But it is at the expense of world exploration as a priority. Apart from anything else, there are these potential bits of the world - the complications that the GM is ready to inejct - that can't be known (and hence can't be explored) until the resolution mechanic plays out. [/QUOTE]
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