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The opposite of OSR
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<blockquote data-quote="pemerton" data-source="post: 8340282" data-attributes="member: 42582"><p>That would depend on the fictional situation, wouldn't it? A result of a 6 or down on a Seize by Force check might be that a weapon breaks, or is out of ammunition. Or it might be taking harm without inflicting any. Different circumstances would invite different moves from the MC.</p><p></p><p>EDIT: I have trouble with the implied contrast between (i) <em>seeing if an attempted action happens or not </em>and (ii) <em>determining what happens next</em> and <em>changing the circumstances in the shared fiction</em>.</p><p></p><p>If succeeding on an attempted action doesn't change the circumstances of the shared fiction and determine what happens next, then what was the check for? Even in an OSR context, successful actions change the circumstances: now the door is open; now the players know where they are in the dungeon; now the trap is disarmed; etc. The focus of OSR play is often pretty narrow - an obsessive concern with a rather artificial sort of geography and architecture - but within the confines of that focus action declarations change things.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8340282, member: 42582"] That would depend on the fictional situation, wouldn't it? A result of a 6 or down on a Seize by Force check might be that a weapon breaks, or is out of ammunition. Or it might be taking harm without inflicting any. Different circumstances would invite different moves from the MC. EDIT: I have trouble with the implied contrast between (i) [I]seeing if an attempted action happens or not [/I]and (ii) [I]determining what happens next[/I] and [I]changing the circumstances in the shared fiction[/I]. If succeeding on an attempted action doesn't change the circumstances of the shared fiction and determine what happens next, then what was the check for? Even in an OSR context, successful actions change the circumstances: now the door is open; now the players know where they are in the dungeon; now the trap is disarmed; etc. The focus of OSR play is often pretty narrow - an obsessive concern with a rather artificial sort of geography and architecture - but within the confines of that focus action declarations change things. [/QUOTE]
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