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*TTRPGs General
Vincent Baker on mechanics, system and fiction in RPGs
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<blockquote data-quote="kenada" data-source="post: 9199494" data-attributes="member: 70468"><p>Is that “aesthetic” in the MDA sense or a different one? If the former, I’m having trouble following. What is being evoked differently between the PbtA-style loop and the task-oriented loop?</p><p></p><p></p><p>The constraint on rolling in PbtA is that to do it, you do it (and if you do it, you do it). Rolls happen only when a trigger move requires a roll. Players shouldn’t be rolling unless a move triggers and requires a roll. Additionally, the GM shouldn’t be framing them into neutral situations. There should always be some kind of stakes, so when you do things in the fiction, and that triggers a move, the GM can make moves that follow in response.</p><p></p><p>If I had to blame any particular thing, it would be the onboarding process that requires learning the required social interaction mechanics from outside the game, especially when they’re taught as universal to tabletop role-playing games rather than those of a specific game. Not only does it set one up for confusion when trying a new (and different) game, but one will end up propagating that particular understanding when teaching others.</p><p></p><p></p><p>Yeah, physics is a stretch (haha). I want to use it for things like properties of the genre setting, but it seems mostly for video game stuff like physics engines and rhythm games. Would not being able to die in Toon count?</p><p></p><p>Internal economy seems practically mandatory. Those mechanics are all your resource-related feedback loops. Stuff like stress and trauma in Blades in the Dark, Hx in Apocalypse World, and so on. Tactical maneuvering feels comparatively much more limited (using your gangs in BitD?).</p><p></p><p></p><p>Maybe. Presumably that’s why it’s an active area of research.</p><p></p><p></p><p>Note that I chose those names for brevity. Those aren’t the book’s terms. It just has a paragraph or so for each bullet in the sidebar. A Credible character is one who acts in a “psychologically credible” way. If you’re not doing that in a PbtA game, you’re going against your principles (“name everyone, make everyone human”). The same is true of Casuality, which refers to not going back in time or returning to the status quo. Apocalypse World is definitely a game about not maintaining the status quo. It may be that some PbtA games fail at those things (since there is quite a bit of variance among games), but neither should be an issue in Apocalypse World.</p><p></p><p></p><p>My only experience with an actual PbtA game as a player was Stonetop. It went sessions and would have gone more, but I dropped out because the system really wasn’t working for me. I think it could have gone on quite a while though. It would have depended on how well we played.</p><p></p><p></p><p>What’s the hidden element in PbtA games that caused you to bounce off them? The MC isn’t supposed to be calling out which moves they’re making, but you’re supposed to be transparent about what is happening. It’s not a game of unraveling the MC’s hidden state. It’s emphatic that’s not part of your agenda.</p></blockquote><p></p>
[QUOTE="kenada, post: 9199494, member: 70468"] Is that “aesthetic” in the MDA sense or a different one? If the former, I’m having trouble following. What is being evoked differently between the PbtA-style loop and the task-oriented loop? The constraint on rolling in PbtA is that to do it, you do it (and if you do it, you do it). Rolls happen only when a trigger move requires a roll. Players shouldn’t be rolling unless a move triggers and requires a roll. Additionally, the GM shouldn’t be framing them into neutral situations. There should always be some kind of stakes, so when you do things in the fiction, and that triggers a move, the GM can make moves that follow in response. If I had to blame any particular thing, it would be the onboarding process that requires learning the required social interaction mechanics from outside the game, especially when they’re taught as universal to tabletop role-playing games rather than those of a specific game. Not only does it set one up for confusion when trying a new (and different) game, but one will end up propagating that particular understanding when teaching others. Yeah, physics is a stretch (haha). I want to use it for things like properties of the genre setting, but it seems mostly for video game stuff like physics engines and rhythm games. Would not being able to die in Toon count? Internal economy seems practically mandatory. Those mechanics are all your resource-related feedback loops. Stuff like stress and trauma in Blades in the Dark, Hx in Apocalypse World, and so on. Tactical maneuvering feels comparatively much more limited (using your gangs in BitD?). Maybe. Presumably that’s why it’s an active area of research. Note that I chose those names for brevity. Those aren’t the book’s terms. It just has a paragraph or so for each bullet in the sidebar. A Credible character is one who acts in a “psychologically credible” way. If you’re not doing that in a PbtA game, you’re going against your principles (“name everyone, make everyone human”). The same is true of Casuality, which refers to not going back in time or returning to the status quo. Apocalypse World is definitely a game about not maintaining the status quo. It may be that some PbtA games fail at those things (since there is quite a bit of variance among games), but neither should be an issue in Apocalypse World. My only experience with an actual PbtA game as a player was Stonetop. It went sessions and would have gone more, but I dropped out because the system really wasn’t working for me. I think it could have gone on quite a while though. It would have depended on how well we played. What’s the hidden element in PbtA games that caused you to bounce off them? The MC isn’t supposed to be calling out which moves they’re making, but you’re supposed to be transparent about what is happening. It’s not a game of unraveling the MC’s hidden state. It’s emphatic that’s not part of your agenda. [/QUOTE]
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