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*TTRPGs General
Thinking About the Purpose of Mechanics from a Neo-Trad Perspective
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<blockquote data-quote="Pedantic" data-source="post: 8999195" data-attributes="member: 6690965"><p>I'm definitely one of those, but I do want to clarify that I very much intend that to be achieved through use of specified mechanics relying on a described world, (and "not rolling" is not nearly as important as "knowing and accounting for the odds of success before declaring actions"). </p><p></p><p>You can run into a situation where a player has to play both ends of that game at once, which is the most frustrating form of play. It's one thing to know your possible action declarations, and then to get more information about the doctor world to leverage those abilities, and then a whole other one to not know the what will require a roll at what odds and try to maneuver the GM into giving you the best possible outcome.</p><p></p><p>If there aren't clear actions for a player to declare, they're simultaneously trying to establish their own capabilities, and the fiction in which they're leveraging them, and every action declaration becomes an argument about precedent. Conversely, if you know what you can do, then you're just asking for more clarity about the situation to validate which actions are available from the set of so actions, or looking for clarity about the situation before submitting an action.</p><p></p><p>I think there's a difference between "arguing about what the board state should be" and "determining what the board state is" and that "arguing about what I can do" is a complicating factor that encourage muddying the two.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8999195, member: 6690965"] I'm definitely one of those, but I do want to clarify that I very much intend that to be achieved through use of specified mechanics relying on a described world, (and "not rolling" is not nearly as important as "knowing and accounting for the odds of success before declaring actions"). You can run into a situation where a player has to play both ends of that game at once, which is the most frustrating form of play. It's one thing to know your possible action declarations, and then to get more information about the doctor world to leverage those abilities, and then a whole other one to not know the what will require a roll at what odds and try to maneuver the GM into giving you the best possible outcome. If there aren't clear actions for a player to declare, they're simultaneously trying to establish their own capabilities, and the fiction in which they're leveraging them, and every action declaration becomes an argument about precedent. Conversely, if you know what you can do, then you're just asking for more clarity about the situation to validate which actions are available from the set of so actions, or looking for clarity about the situation before submitting an action. I think there's a difference between "arguing about what the board state should be" and "determining what the board state is" and that "arguing about what I can do" is a complicating factor that encourage muddying the two. [/QUOTE]
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