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Vincent Baker on mechanics, system and fiction in RPGs
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<blockquote data-quote="kenada" data-source="post: 9199559" data-attributes="member: 70468"><p>Ah, okay. Thanks. That helps clarify.</p><p></p><p></p><p>One of the things I like about Blades in the Dark over plan PbtA games is you can resist any consequence. If you get a partial success or even a failure, you can choose to make it not happen (or reduce it if it’s a big consequence). There’s a risk to doing that, but it gives you control and helps mitigate badness. It’s a design I like enough that I’ve incorporated it into my homebrew system (as described <a href="https://www.enworld.org/threads/whats-your-sweet-spot-for-a-skill-system.696411/post-9194840" target="_blank">here</a>).</p><p></p><p></p><p>Let me be honest, I don’t like moves. My issue with them was not the immersion issue you cite. I didn’t have a problem speaking and acting from a first person perspective. My issue is unless everyone has internalized all the triggers, you’re going to get situations where you try to whisper the sacred words of Helior to your lamp, and the GM is asking you’re trying to cast an invocation, but that’s actually the set up move to be able to do that. <img class="smilie smilie--emoji" alt="😑" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f611.png" title="Expressionless face :expressionless:" data-shortname=":expressionless:" loading="lazy" width="64" height="64" /></p><p></p><p>I don’t think that’s a flaw in the game per se. It’s just a way of structuring it that doesn’t work for me. (And the Lightbearer playbook in Stonetop kind of sucked.)</p><p></p><p></p><p>I’m not really seeing though how moves are genre emulation. Apocalypse World gives them thematic names and designs, but that’s going to be the case for almost any role-playing game. The issue you’re describing is it sounds like they don’t work well for you either.</p><p></p><p></p><p>My primary experience as a player was Stonetop. I never felt like we were rolling too much. My issues were more fundamental to how it was designed. It uses moves way too much —even for things not triggered by the players. The setting was pretty interesting too. The game just didn’t do it for me.</p><p></p><p></p><p>They are mechanics, but they reflect tropes. Blades in the Dark even has its <a href="https://tvtropes.org/pmwiki/pmwiki.php/TabletopGame/BladesInTheDark" target="_blank">own entry</a> on tvtropes. Stress and trauma are <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/MiseryBuildsCharacter" target="_blank">Misery Builds Character</a>. For Hx, I was thinking how it represents the relationships between the characters, and how you survive together in such a hostile world is the core theme of Apocalypse World.</p><p></p><p></p><p>I don’t see how engaging a move isn’t acting credibly. Your character is doing a thing, and then the move happens. If you didn’t mean to do it, then why do it? That’s on the player to make sure their character is behaving how they want.</p><p></p><p>If the issue is that misses lead to hard moves, or that weak hits may also involve soft moves, then there’s a more fundamental issue at play. (Which based on your response to [USER=42582]@pemerton[/USER], could be the case?)</p><p></p><p></p><p>Would it be a fair assessment that immersion is a pretty high priority for you when you play?</p></blockquote><p></p>
[QUOTE="kenada, post: 9199559, member: 70468"] Ah, okay. Thanks. That helps clarify. One of the things I like about Blades in the Dark over plan PbtA games is you can resist any consequence. If you get a partial success or even a failure, you can choose to make it not happen (or reduce it if it’s a big consequence). There’s a risk to doing that, but it gives you control and helps mitigate badness. It’s a design I like enough that I’ve incorporated it into my homebrew system (as described [URL='https://www.enworld.org/threads/whats-your-sweet-spot-for-a-skill-system.696411/post-9194840']here[/URL]). Let me be honest, I don’t like moves. My issue with them was not the immersion issue you cite. I didn’t have a problem speaking and acting from a first person perspective. My issue is unless everyone has internalized all the triggers, you’re going to get situations where you try to whisper the sacred words of Helior to your lamp, and the GM is asking you’re trying to cast an invocation, but that’s actually the set up move to be able to do that. 😑 I don’t think that’s a flaw in the game per se. It’s just a way of structuring it that doesn’t work for me. (And the Lightbearer playbook in Stonetop kind of sucked.) I’m not really seeing though how moves are genre emulation. Apocalypse World gives them thematic names and designs, but that’s going to be the case for almost any role-playing game. The issue you’re describing is it sounds like they don’t work well for you either. My primary experience as a player was Stonetop. I never felt like we were rolling too much. My issues were more fundamental to how it was designed. It uses moves way too much —even for things not triggered by the players. The setting was pretty interesting too. The game just didn’t do it for me. They are mechanics, but they reflect tropes. Blades in the Dark even has its [URL='https://tvtropes.org/pmwiki/pmwiki.php/TabletopGame/BladesInTheDark']own entry[/URL] on tvtropes. Stress and trauma are [URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/MiseryBuildsCharacter']Misery Builds Character[/URL]. For Hx, I was thinking how it represents the relationships between the characters, and how you survive together in such a hostile world is the core theme of Apocalypse World. I don’t see how engaging a move isn’t acting credibly. Your character is doing a thing, and then the move happens. If you didn’t mean to do it, then why do it? That’s on the player to make sure their character is behaving how they want. If the issue is that misses lead to hard moves, or that weak hits may also involve soft moves, then there’s a more fundamental issue at play. (Which based on your response to [USER=42582]@pemerton[/USER], could be the case?) Would it be a fair assessment that immersion is a pretty high priority for you when you play? [/QUOTE]
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