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<blockquote data-quote="Manbearcat" data-source="post: 9646695" data-attributes="member: 6696971"><p>[USER=85555]@Bedrockgames[/USER] , I'm going to respond to this for clarification. You can respond (or not) if you'd like. I'm looking for clarification on what conceptual work random encounters are doing in your game and how you feel you are achieving that. If someone wants to understand and/or replicate what you're doing, they need to know why you're doing what you're doing and then understand how your execution facilitates that.</p><p></p><p>Clint_L , you'll have to unpack what you're thinking about here, because we don't seem to be speaking the same language. I'm not thinking about narratives here, prescribed or otherwise, so your framing of what is being discussed in terms of narrative is a head-scratcher. I'm strictly talking about <em>gameplay</em> or, "what gameplay these features of play tend to produce."</p><p></p><p>I bring up the American Football down & distance analogy, because the intentionality of design creates particular pressures upon play that (while not being an exact match for sure) has some similar characteristics to Time/Turn, Movement, Wandering Monsters in B/X and RC D&D and then B/X also includes mandatory Rest. All of those work in concert to create particular pressures upon play which generates particularized decision-trees for players:</p><p></p><p>[ATTACH=full]403688[/ATTACH]</p><p>[ATTACH=full]403689[/ATTACH]</p><p>[ATTACH=full]403690[/ATTACH]</p><p>[ATTACH=full]403691[/ATTACH]</p><p>[ATTACH=full]403692[/ATTACH]</p><p></p><p>So what I'm pointing at is that intentional design of WMs/REs and all the supporting game tech does a particular thing for play. I see that "sandbox play" is seen by some in this thread as different from "hex or dungeoncrawl play." I'm not convinced of that (but I could be if it was adequately demonstrated as being sufficiently separate), but that might be an interesting conversation. However, beyond that potential difference in concept-space (sandbox contrasted with x-crawl), I'm curious what work <em>changing these default parameters does for your play</em>? </p><p></p><p><em>What do you intend for it to do for your play</em> because it certainly <em>changes the gameplay dynamics of player decision-space</em> (in a way that isn't tremendously afield from if a referee or an outside mediator decided to suddenly change the dynamics of American Football down & distance).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9646695, member: 6696971"] [USER=85555]@Bedrockgames[/USER] , I'm going to respond to this for clarification. You can respond (or not) if you'd like. I'm looking for clarification on what conceptual work random encounters are doing in your game and how you feel you are achieving that. If someone wants to understand and/or replicate what you're doing, they need to know why you're doing what you're doing and then understand how your execution facilitates that. Clint_L , you'll have to unpack what you're thinking about here, because we don't seem to be speaking the same language. I'm not thinking about narratives here, prescribed or otherwise, so your framing of what is being discussed in terms of narrative is a head-scratcher. I'm strictly talking about [I]gameplay[/I] or, "what gameplay these features of play tend to produce." I bring up the American Football down & distance analogy, because the intentionality of design creates particular pressures upon play that (while not being an exact match for sure) has some similar characteristics to Time/Turn, Movement, Wandering Monsters in B/X and RC D&D and then B/X also includes mandatory Rest. All of those work in concert to create particular pressures upon play which generates particularized decision-trees for players: [ATTACH type="full" size="557x741"]403688[/ATTACH] [ATTACH type="full" size="1040x732"]403689[/ATTACH] [ATTACH type="full" size="292x743"]403690[/ATTACH] [ATTACH type="full" size="288x588"]403691[/ATTACH] [ATTACH type="full" size="598x283"]403692[/ATTACH] So what I'm pointing at is that intentional design of WMs/REs and all the supporting game tech does a particular thing for play. I see that "sandbox play" is seen by some in this thread as different from "hex or dungeoncrawl play." I'm not convinced of that (but I could be if it was adequately demonstrated as being sufficiently separate), but that might be an interesting conversation. However, beyond that potential difference in concept-space (sandbox contrasted with x-crawl), I'm curious what work [I]changing these default parameters does for your play[/I]? [I]What do you intend for it to do for your play[/I] because it certainly [I]changes the gameplay dynamics of player decision-space[/I] (in a way that isn't tremendously afield from if a referee or an outside mediator decided to suddenly change the dynamics of American Football down & distance). [/QUOTE]
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