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General Tabletop Discussion
*TTRPGs General
Thinking About the Purpose of Mechanics from a Neo-Trad Perspective
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8998882" data-attributes="member: 6801252"><p>Essentially yes, the whole process of rolling initiative and then beat-by-beat following of the action in a game like DND/PF/Lancer falls into this category as well, the resolution on the moment to moment action increases to the extent that the story of who threw what punch when and how effective it was at contributing to the eventual victory or defeat is itself important. </p><p></p><p>I think the biggest key though, is that the conflict becomes a kind of setting where expression plays out, the dramatic question is there to be reflected on, rather than simply resolved. I think that's a pretty big hallmark of fiction actually, there are a lot of stories where we examine characters in light of some theme, some event.</p><p></p><p>Consider the way <a href="https://en.wikipedia.org/wiki/Father_of_the_Bride_(1950_film)" target="_blank">Father of the Bride</a> functions, there isn't really a dramatic question besides "How will the Wedding go?" but it uses the events of the story primarily as a study of the titular character, his foibles, his sentimentality, his upbringing. Events don't spiral into more choices, and the characters don't even seem to change much over the course of the film, instead, we get to spend time with them and learn about their depths as the scenes they're in peel back each layer of their character. </p><p></p><p>In some ways, I think <em>Vampire: The Requiem </em>interacts with this space, while the story can spiral dramatically itself, the focus is on its humanity mechanics, and the interaction between blood potency and hunger, as well as it's system of doors. To become strong enough to do what they need to do, the Vampires need to raise their blood potency, which makes it harder for them to avoid losing their humanity because it changes how intrinsically messed up their feeding requirements are (among other things) so you have this temptation to be more of a monster to solve problems, and the game encourages you to explore that-- the plot is there, but the emphasis is on the way it pressures you to explore your character vis a vis humanity, but in and of itself your slide doesn't have to create more problems for the narrative to feed off of, the concept of a chronicle in VTR is still decidedly Trad.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8998882, member: 6801252"] Essentially yes, the whole process of rolling initiative and then beat-by-beat following of the action in a game like DND/PF/Lancer falls into this category as well, the resolution on the moment to moment action increases to the extent that the story of who threw what punch when and how effective it was at contributing to the eventual victory or defeat is itself important. I think the biggest key though, is that the conflict becomes a kind of setting where expression plays out, the dramatic question is there to be reflected on, rather than simply resolved. I think that's a pretty big hallmark of fiction actually, there are a lot of stories where we examine characters in light of some theme, some event. Consider the way [URL='https://en.wikipedia.org/wiki/Father_of_the_Bride_(1950_film)']Father of the Bride[/URL] functions, there isn't really a dramatic question besides "How will the Wedding go?" but it uses the events of the story primarily as a study of the titular character, his foibles, his sentimentality, his upbringing. Events don't spiral into more choices, and the characters don't even seem to change much over the course of the film, instead, we get to spend time with them and learn about their depths as the scenes they're in peel back each layer of their character. In some ways, I think [I]Vampire: The Requiem [/I]interacts with this space, while the story can spiral dramatically itself, the focus is on its humanity mechanics, and the interaction between blood potency and hunger, as well as it's system of doors. To become strong enough to do what they need to do, the Vampires need to raise their blood potency, which makes it harder for them to avoid losing their humanity because it changes how intrinsically messed up their feeding requirements are (among other things) so you have this temptation to be more of a monster to solve problems, and the game encourages you to explore that-- the plot is there, but the emphasis is on the way it pressures you to explore your character vis a vis humanity, but in and of itself your slide doesn't have to create more problems for the narrative to feed off of, the concept of a chronicle in VTR is still decidedly Trad. [/QUOTE]
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