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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="thefutilist" data-source="post: 9773754" data-attributes="member: 7044566"><p>So what I mean when I say high improv is that the resolution mechanics can introduce characters and retcon motivations and effectiveness.</p><p></p><p></p><p>Here are some examples:</p><p></p><p>Fred is trying to prevent an audit of his ghost hunting business. He's arguing with a city official and trying to persuade them that they've already filed their paperwork (because they have). They roll the dice and fail and the GM introduces a fact, the official knows there are dodgy goings on because they were tipped off by Fred's ex-boyfriend.</p><p></p><p>In a basic resolution system we're just seeing if Fred persuades the official. We're not introducing the fact about the ex-boyfriend in response to the roll.</p><p></p><p></p><p>Later on Fred is fighting the Vampire Count. he goes to stake him and rolls and fails. This time the GM narrates that the stake does pierce the Vampires heart, killing him BUT the doors of the mansion are thrust open and the counts coterie of fledging Vampires starts swarming the place.</p><p></p><p>In a basic resolution system we're just seeing if Fred stakes the count or not. Whether there are other Vampires would have to be determined by the GM, ideally before Fred even arrived at the Counts mansion.</p><p></p><p></p><p>If you're playing Apocalypse World in the high improv way as opposed to the basic way. It means a lot of the resources (effectiveness) the characters have might not matter. Prep stuff like tracking gang size or writing up the detailed history of NPC's or creating countdown clocks also doesn't seem to fit within that style all that well. It seems like you'd be throwing a lot of that stuff out.</p><p></p><p>EDIT: I guess the short version is that the high improv style doesn't seem to work well with prep.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9773754, member: 7044566"] So what I mean when I say high improv is that the resolution mechanics can introduce characters and retcon motivations and effectiveness. Here are some examples: Fred is trying to prevent an audit of his ghost hunting business. He's arguing with a city official and trying to persuade them that they've already filed their paperwork (because they have). They roll the dice and fail and the GM introduces a fact, the official knows there are dodgy goings on because they were tipped off by Fred's ex-boyfriend. In a basic resolution system we're just seeing if Fred persuades the official. We're not introducing the fact about the ex-boyfriend in response to the roll. Later on Fred is fighting the Vampire Count. he goes to stake him and rolls and fails. This time the GM narrates that the stake does pierce the Vampires heart, killing him BUT the doors of the mansion are thrust open and the counts coterie of fledging Vampires starts swarming the place. In a basic resolution system we're just seeing if Fred stakes the count or not. Whether there are other Vampires would have to be determined by the GM, ideally before Fred even arrived at the Counts mansion. If you're playing Apocalypse World in the high improv way as opposed to the basic way. It means a lot of the resources (effectiveness) the characters have might not matter. Prep stuff like tracking gang size or writing up the detailed history of NPC's or creating countdown clocks also doesn't seem to fit within that style all that well. It seems like you'd be throwing a lot of that stuff out. EDIT: I guess the short version is that the high improv style doesn't seem to work well with prep. [/QUOTE]
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