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Vincent Baker on mechanics, system and fiction in RPGs
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<blockquote data-quote="Emberashh" data-source="post: 9201278" data-attributes="member: 7040941"><p>Generally speaking if you're in a scene you should already be feeling this just because of what the scene is. You don't need a dice mechanic to make a gun to the temple threatening, nor for that matter for the person being threatened to then respond accordingly respective to their own motivations and fears. </p><p></p><p>If other participants, or even a distinct audience, are watching and have maintained investment in the scene, then the tension will carry through to them as well. </p><p></p><p>This incidentally tends to all be why theres a consistent group of people in the hobby that don't see any point in social interaction mechanics (aside from whats needed to gate certain game relevant things), and Go Aggro is inherently a social interaction mechanic. </p><p></p><p>This actually pretty core to why I think its necessary to be explicit about there being an improv game at play here. We've obviously spent a long time debating dice rolls in regards to this desire to maintain tension.</p><p></p><p>But if we look at this as an improv problem, the solution becomes a bit easier, as the loss of tension we want to avoid is rooted in one of the same common pitfall of improv: a failure to listen, which in turn results in a failure to react realistically. </p><p></p><p>Resolving that has a few methods, the easiest of which is to just listen and be present, which in effect means taking the scene seriously and participating accordingly. </p><p></p><p>One method for thinking through how to do that in the moment is CROW: Character, Relationship, Objectives, Whereabouts. You wouldn't use it as a checklist per say (as having all 4 elements doesn't mean its a good scene), but it is good to identify what may be missing if something is going wrong, as all 4 elements should already be established prior to the scene, and should still be relevant as the scene progresses. </p><p></p><p>So if one is missing, thats probably where the issue is. </p><p></p><p>So when we come back to hybridizing with a dice game, we have to consider if the dice Action(s) we've implemented are necessarily removing, suppressing, or even violating one of these elements. From that perspective, its intuitive to see why too many dice rolls can do it, as eventually you're going to stop holding onto the scene. </p><p></p><p>But it should also be intuitive that <em>why</em> the dice are being rolled and <em>what</em> they introduce to the scene can also cause issues, as the prescribed actions that make up a move have to match up with what was already introduced and the outcomes have to be in-synch with the Player's Objectives. </p><p></p><p>Hence why the Moves just clicked with me when I saw them as things to call upon to meet a certain objective, that then takes the scene out of my hands while the roll is resolved, and why I still take issue as that still raises concerns of triggering Moves inadvertently when so many actions are assumed as part of the overall trigger.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9201278, member: 7040941"] Generally speaking if you're in a scene you should already be feeling this just because of what the scene is. You don't need a dice mechanic to make a gun to the temple threatening, nor for that matter for the person being threatened to then respond accordingly respective to their own motivations and fears. If other participants, or even a distinct audience, are watching and have maintained investment in the scene, then the tension will carry through to them as well. This incidentally tends to all be why theres a consistent group of people in the hobby that don't see any point in social interaction mechanics (aside from whats needed to gate certain game relevant things), and Go Aggro is inherently a social interaction mechanic. This actually pretty core to why I think its necessary to be explicit about there being an improv game at play here. We've obviously spent a long time debating dice rolls in regards to this desire to maintain tension. But if we look at this as an improv problem, the solution becomes a bit easier, as the loss of tension we want to avoid is rooted in one of the same common pitfall of improv: a failure to listen, which in turn results in a failure to react realistically. Resolving that has a few methods, the easiest of which is to just listen and be present, which in effect means taking the scene seriously and participating accordingly. One method for thinking through how to do that in the moment is CROW: Character, Relationship, Objectives, Whereabouts. You wouldn't use it as a checklist per say (as having all 4 elements doesn't mean its a good scene), but it is good to identify what may be missing if something is going wrong, as all 4 elements should already be established prior to the scene, and should still be relevant as the scene progresses. So if one is missing, thats probably where the issue is. So when we come back to hybridizing with a dice game, we have to consider if the dice Action(s) we've implemented are necessarily removing, suppressing, or even violating one of these elements. From that perspective, its intuitive to see why too many dice rolls can do it, as eventually you're going to stop holding onto the scene. But it should also be intuitive that [I]why[/I] the dice are being rolled and [I]what[/I] they introduce to the scene can also cause issues, as the prescribed actions that make up a move have to match up with what was already introduced and the outcomes have to be in-synch with the Player's Objectives. Hence why the Moves just clicked with me when I saw them as things to call upon to meet a certain objective, that then takes the scene out of my hands while the roll is resolved, and why I still take issue as that still raises concerns of triggering Moves inadvertently when so many actions are assumed as part of the overall trigger. [/QUOTE]
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