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General Tabletop Discussion
*TTRPGs General
What Do You Think Of As "Modern TTRPG Mechanics"?
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<blockquote data-quote="RenleyRenfield" data-source="post: 9770864" data-attributes="member: 7044197"><p>I am simply highlighting the "mechanics" part of this thread. </p><p>To me, it's worth talking about actual mechanics and not soft feels on how different people may run a game. I think it goes without saying that people can ignore rules or make their own rules. So I am just addressing the games themselves.</p><p></p><p></p><p></p><p><strong>This is a misinterpretation of rules vs rulings.</strong> And it gives us a reason to want to better communicate, ergo we try to consider giving firmer definition to terms used. </p><p></p><p>- <strong>Suggesting a GM let the players act more or narrate more = not a mechanic. </strong>That is in fact, a suggestion on style of play, which has no mechanic behind it. </p><p></p><p>When we talk about <strong>Player Agency</strong>, we are trying to give a term to things like the PBTA move "Negotiate" which, when rolled <strong>no longer let's the GM fully have "agency"</strong> over the terms and conditions and results of the roll. </p><p></p><p>Instead, <strong>the game gives a hard and fast mechanic that gives a ruling:</strong><em> "They do it full stop. or They do it but... it will cost more, or they will betray you later, or they protect their position ad give you little, etc etc".</em> </p><p></p><p>So this is an area where we not longer have pass = GM decides what happens, and fail = GM decides what happens. </p><p></p><p>This is very much new, and much more common as of 2015. With more and more game systems adding in these types of mechanics. (it may have started as early as 2005 or so, but we see the huge boom closer to 2015~2018 and it grow ever since) </p><p></p><p><strong>I am not saying this is best or better or <em>anything </em>like that</strong>. </p><p></p><p>I am simply saying that <strong>"there is a shift in roleplaying, and there is a different view and expectation the newer and more modern players have."</strong> = <strong>AND </strong>by and large = <strong><em>these new play styles and expectations do NOT align with older games mechanics</em></strong>. Thus there is a difference. And we are trying to coin terms for those changes. (which may help people choose what to play and what to avoid when getting into gaming or swapping systems) </p><p></p><p>Where the enjoyment of added features to D&D to make it more survivable, and get re-rolls/roll with advantage = are a strong indication of new design goals in mechanics. Where adding no-fail rolls like in Draw Steel, and so on.</p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9770864, member: 7044197"] I am simply highlighting the "mechanics" part of this thread. To me, it's worth talking about actual mechanics and not soft feels on how different people may run a game. I think it goes without saying that people can ignore rules or make their own rules. So I am just addressing the games themselves. [B]This is a misinterpretation of rules vs rulings.[/B] And it gives us a reason to want to better communicate, ergo we try to consider giving firmer definition to terms used. - [B]Suggesting a GM let the players act more or narrate more = not a mechanic. [/B]That is in fact, a suggestion on style of play, which has no mechanic behind it. When we talk about [B]Player Agency[/B], we are trying to give a term to things like the PBTA move "Negotiate" which, when rolled [B]no longer let's the GM fully have "agency"[/B] over the terms and conditions and results of the roll. Instead, [B]the game gives a hard and fast mechanic that gives a ruling:[/B][I] "They do it full stop. or They do it but... it will cost more, or they will betray you later, or they protect their position ad give you little, etc etc".[/I] So this is an area where we not longer have pass = GM decides what happens, and fail = GM decides what happens. This is very much new, and much more common as of 2015. With more and more game systems adding in these types of mechanics. (it may have started as early as 2005 or so, but we see the huge boom closer to 2015~2018 and it grow ever since) [B]I am not saying this is best or better or [I]anything [/I]like that[/B]. I am simply saying that [B]"there is a shift in roleplaying, and there is a different view and expectation the newer and more modern players have."[/B] = [B]AND [/B]by and large = [B][I]these new play styles and expectations do NOT align with older games mechanics[/I][/B]. Thus there is a difference. And we are trying to coin terms for those changes. (which may help people choose what to play and what to avoid when getting into gaming or swapping systems) Where the enjoyment of added features to D&D to make it more survivable, and get re-rolls/roll with advantage = are a strong indication of new design goals in mechanics. Where adding no-fail rolls like in Draw Steel, and so on. [/QUOTE]
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