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Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms
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<blockquote data-quote="kenada" data-source="post: 9504389" data-attributes="member: 70468"><p>My primary concern is blocking in the context of tabletop RPGs, so I’m not sure I’m getting much out of the comparisons to various forms of improv.</p><p></p><p>Would it be fair to say that blocking constitutes play that causes the forward momentum of the scene to stop? That could be a DM’s abusing the rules force certain outcomes, doing things in-character to mess with other players, etc. For example, a player who creates a loner PC that never participates and gets the party killed when he doesn’t come to help.</p><p></p><p>(Out of curiosity, how does this work with PvP? Is it possible for players to oppose each other? While it’s unusual and typically unwanted in D&D, it’s not in other games.)</p><p></p><p></p><p>I would assume that the mechanics are actually effective in practice. I would assume that some games that put too much discretion in the hands of the GM could result in blocking even when the mechanics should allow an attempt by the players.</p><p></p><p></p><p>The overall dynamic between the various participants is meant to be open and collaborative, but discussing the best move for “narrative purposes” or excitement or whatever isn’t appropriate. That kind of “Writers’ Room” is a misplay (that I have had to address, which fortunately hasn’t happened again).</p><p></p><p>Procedurally, the GM is responsible for foregrounding consequences as part of the procedure for initiating a check. Obvious consequences can be unstated, but there should be some that are foregrounded. Consequences themselves can be big or small with what that means defined by the system. Big consequences only happen on a failure or after being foreshadowed by a small consequence.</p><p></p><p>The basic structure a check works is as part of a conflict. For a “simple” check, a level 1 conflict is always used. The result of the check marks progress on the conflict. If it is not cleared, consequences happen. Conflicts continue until they are cleared or their loss condition occurs (e.g., you are trying to escape, but you are caught). As an exception, level 1 conflicts always end after one roll. If they are not cleared, there are consequences.</p><p></p><p>One of my reasons for incorporating conflicts this way is to allow for large values in the result. Instead of having degrees of success, consequences happen as the conflicts proceeds. Otherwise, someone with a good enough modifier would always succeed, effectively breaking the conflict engine. You can see an example of my game in action in <a href="https://www.enworld.org/threads/commentary-thread-for-that-“describe-your-game-in-five-words”-thread.682741/post-9349969" target="_blank">my last post</a> in the commentary thread (plus <a href="https://www.enworld.org/search/3603552/?t=post&c[thread]=682741&c[users]=kenada&o=date" target="_blank">other sessions</a>, albeit with older versions).</p><p></p><p>Mechanically, a check is 2d6 + method + approach. The result is compared to a target number, generating a margin. The margin is modified by the target’s mitigation. If the result is negative, the dice used to generate damage (or progress on a tracker) are reduced (by 1d per negative to 1 from 0d6 to 0 from 1).</p><ul> <li data-xf-list-type="ul">Method can be a skill, a proficiency, or a defense. It can also be a specialty in some cases. Specialities are one of the ways you customize your character.</li> <li data-xf-list-type="ul">Approach is usually one of your attributes, but it can be defense type in combat (dodge, block, or parry).</li> <li data-xf-list-type="ul">Mitigation for attacks is obvious: ballistic, bludgeoning, piercing, or slashing; plus the elemental types (earth, fire, water, ice, light, death, air, lightning).</li> <li data-xf-list-type="ul">Mitigation for non-attacks can be situational. Like if you piss off someone, they may have mitigation against a certain line of argument.</li> </ul><p>Damage/progress is based on your weapon, Wisdom, or some other factor. For example, someone offered a large and high quality gift, which gave them +3d6 on that particular Negotiation check’s progress. When Deirdre was looking for information, she had +0d6 on her progress to find information on town based on her +0d6 warrior Wisdom (knowing which kind of haunts they’d hang out). If someone hit something with a 2-handed sword, that would deal +2d6 damage (plus margin after mitigation, for all of these).</p></blockquote><p></p>
[QUOTE="kenada, post: 9504389, member: 70468"] My primary concern is blocking in the context of tabletop RPGs, so I’m not sure I’m getting much out of the comparisons to various forms of improv. Would it be fair to say that blocking constitutes play that causes the forward momentum of the scene to stop? That could be a DM’s abusing the rules force certain outcomes, doing things in-character to mess with other players, etc. For example, a player who creates a loner PC that never participates and gets the party killed when he doesn’t come to help. (Out of curiosity, how does this work with PvP? Is it possible for players to oppose each other? While it’s unusual and typically unwanted in D&D, it’s not in other games.) I would assume that the mechanics are actually effective in practice. I would assume that some games that put too much discretion in the hands of the GM could result in blocking even when the mechanics should allow an attempt by the players. The overall dynamic between the various participants is meant to be open and collaborative, but discussing the best move for “narrative purposes” or excitement or whatever isn’t appropriate. That kind of “Writers’ Room” is a misplay (that I have had to address, which fortunately hasn’t happened again). Procedurally, the GM is responsible for foregrounding consequences as part of the procedure for initiating a check. Obvious consequences can be unstated, but there should be some that are foregrounded. Consequences themselves can be big or small with what that means defined by the system. Big consequences only happen on a failure or after being foreshadowed by a small consequence. The basic structure a check works is as part of a conflict. For a “simple” check, a level 1 conflict is always used. The result of the check marks progress on the conflict. If it is not cleared, consequences happen. Conflicts continue until they are cleared or their loss condition occurs (e.g., you are trying to escape, but you are caught). As an exception, level 1 conflicts always end after one roll. If they are not cleared, there are consequences. One of my reasons for incorporating conflicts this way is to allow for large values in the result. Instead of having degrees of success, consequences happen as the conflicts proceeds. Otherwise, someone with a good enough modifier would always succeed, effectively breaking the conflict engine. You can see an example of my game in action in [URL='https://www.enworld.org/threads/commentary-thread-for-that-“describe-your-game-in-five-words”-thread.682741/post-9349969']my last post[/URL] in the commentary thread (plus [URL='https://www.enworld.org/search/3603552/?t=post&c[thread]=682741&c[users]=kenada&o=date']other sessions[/URL], albeit with older versions). Mechanically, a check is 2d6 + method + approach. The result is compared to a target number, generating a margin. The margin is modified by the target’s mitigation. If the result is negative, the dice used to generate damage (or progress on a tracker) are reduced (by 1d per negative to 1 from 0d6 to 0 from 1). [LIST] [*]Method can be a skill, a proficiency, or a defense. It can also be a specialty in some cases. Specialities are one of the ways you customize your character. [*]Approach is usually one of your attributes, but it can be defense type in combat (dodge, block, or parry). [*]Mitigation for attacks is obvious: ballistic, bludgeoning, piercing, or slashing; plus the elemental types (earth, fire, water, ice, light, death, air, lightning). [*]Mitigation for non-attacks can be situational. Like if you piss off someone, they may have mitigation against a certain line of argument. [/LIST] Damage/progress is based on your weapon, Wisdom, or some other factor. For example, someone offered a large and high quality gift, which gave them +3d6 on that particular Negotiation check’s progress. When Deirdre was looking for information, she had +0d6 on her progress to find information on town based on her +0d6 warrior Wisdom (knowing which kind of haunts they’d hang out). If someone hit something with a 2-handed sword, that would deal +2d6 damage (plus margin after mitigation, for all of these). [/QUOTE]
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