Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Thinking About the Purpose of Mechanics from a Neo-Trad Perspective
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 8997216" data-attributes="member: 6696971"><p>Yup. The “G Factor” of a given game might be sufficiently remote that its just a background parameter of play (eg in Dogs you can affect your ability to resolve Conflicts and Towns via better or worse strategically Giving or tactically Escalating, manipulating fictional positioning, and Helping so an ally can artificially extend their dice pool and Reverse the Blow…but players shouldn’t be inhabiting a cognitive space bent on “winning the dicing game” and no one will ever confuse Dogs for a Step On Up engine rather than a Story Now engine), but virtually all games (though not all…some game’s decision-space is too shallow or incoherent or manipulated by factors external to the decision-space; eg “by GM Force”) have a “G Factor.” It just depends on “how remote vs how integrated” and “how deep amd consequential vs how shallow and inconsequential.”</p><p></p><p>Related and not related:</p><p></p><p>One thing that annoys me about discussing challenge-centered play in TTRPGs is that there is a rather vocal cohort of players who smuggles in “there is only one form of challenge-centered play in TTRPGs and outside of that scope is futile dysfunction” rather than appending “within this game’s particular parameters of challenge” to these discussions.</p><p></p><p>There is a whole host of parameters of challenge-based play in TTRPGs. Some of them play nice with one another. Some do not. An incomplete list:</p><p></p><p>* Play the fiction skillfully to open up your lines of play or amplify an existing one.</p><p></p><p>* Play the GM by “setting conversation traps” to constrain or alter their obstacle framing via introducing causality/realism scaffolding for your position.</p><p></p><p>* Pixel-bitching and/or “turtling” to maximally decrease your risk profile and grind play to a sufficiently slow pace to ensure your mental processing has “the space to work” while increasing the GM’s prospects of “revealing their hand.”</p><p></p><p>* Make intended PC build decisions to successfully capture archetype or paradigm for use in play.</p><p></p><p>* Manage <small unit of gameplay; scene or encounter> tactical resources and relationships to optimize game unit of play success.</p><p></p><p>* Manage <large unit of gameplay; adventuring day, arc> strategic resources and longitudinal relationships to optimize game unit of play success.</p><p></p><p>* Manage the intersection of <small unit> and <large unit> of play optimization.</p><p></p><p>* Thread the needle to optimize the Venn Diagram overlap of tactical/strategic/thematic decision-space to ensure that compelling play meets discovery/surprise meets advancement schema meets a desired matrix of success:failure play trajectory.</p><p></p><p></p><p>These are all different sites of challenge-based play. Conversation about challenge needs to not assume one (which it so often does). It needs to correctly index which one, or ones, the game in question includes as a parameter for play.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8997216, member: 6696971"] Yup. The “G Factor” of a given game might be sufficiently remote that its just a background parameter of play (eg in Dogs you can affect your ability to resolve Conflicts and Towns via better or worse strategically Giving or tactically Escalating, manipulating fictional positioning, and Helping so an ally can artificially extend their dice pool and Reverse the Blow…but players shouldn’t be inhabiting a cognitive space bent on “winning the dicing game” and no one will ever confuse Dogs for a Step On Up engine rather than a Story Now engine), but virtually all games (though not all…some game’s decision-space is too shallow or incoherent or manipulated by factors external to the decision-space; eg “by GM Force”) have a “G Factor.” It just depends on “how remote vs how integrated” and “how deep amd consequential vs how shallow and inconsequential.” Related and not related: One thing that annoys me about discussing challenge-centered play in TTRPGs is that there is a rather vocal cohort of players who smuggles in “there is only one form of challenge-centered play in TTRPGs and outside of that scope is futile dysfunction” rather than appending “within this game’s particular parameters of challenge” to these discussions. There is a whole host of parameters of challenge-based play in TTRPGs. Some of them play nice with one another. Some do not. An incomplete list: * Play the fiction skillfully to open up your lines of play or amplify an existing one. * Play the GM by “setting conversation traps” to constrain or alter their obstacle framing via introducing causality/realism scaffolding for your position. * Pixel-bitching and/or “turtling” to maximally decrease your risk profile and grind play to a sufficiently slow pace to ensure your mental processing has “the space to work” while increasing the GM’s prospects of “revealing their hand.” * Make intended PC build decisions to successfully capture archetype or paradigm for use in play. * Manage <small unit of gameplay; scene or encounter> tactical resources and relationships to optimize game unit of play success. * Manage <large unit of gameplay; adventuring day, arc> strategic resources and longitudinal relationships to optimize game unit of play success. * Manage the intersection of <small unit> and <large unit> of play optimization. * Thread the needle to optimize the Venn Diagram overlap of tactical/strategic/thematic decision-space to ensure that compelling play meets discovery/surprise meets advancement schema meets a desired matrix of success:failure play trajectory. These are all different sites of challenge-based play. Conversation about challenge needs to not assume one (which it so often does). It needs to correctly index which one, or ones, the game in question includes as a parameter for play. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Thinking About the Purpose of Mechanics from a Neo-Trad Perspective
Top