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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="Pedantic" data-source="post: 9774941" data-attributes="member: 6690965"><p>I pulled this section out, because I think you're broadly right here (in that there's a rejection of adventure path style or sometimes even Hickman revolution altogether play structures) but the specific elements you call out are in incompatible tension. You can't both leave blanks and create a non-linear dungeon, and play to find out as it's usually used is incompatible with a sufficiently realized sandbox. Both are resistance to railroads, but in different ways and possibly different understanding of what a railroad is (or at least what about it is problematic).</p><p></p><p>Plus, that's all sitting alongside the improv informed actual play derived DMing advice that's completely embracing cooperative storytelling as the core of the activity. I think there's a core of modern play there that's actually closer to classic AP stuff, just with authority redistributed not just between the GM/players, but between the module writer and the people at the table. Players slide in and out of playing characters, writing arcs for those characters and making choices for those characters in response to the GM's material. Which of those modes is ascendent at any given moment is worked out by group understanding of the shared unfolding story.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9774941, member: 6690965"] I pulled this section out, because I think you're broadly right here (in that there's a rejection of adventure path style or sometimes even Hickman revolution altogether play structures) but the specific elements you call out are in incompatible tension. You can't both leave blanks and create a non-linear dungeon, and play to find out as it's usually used is incompatible with a sufficiently realized sandbox. Both are resistance to railroads, but in different ways and possibly different understanding of what a railroad is (or at least what about it is problematic). Plus, that's all sitting alongside the improv informed actual play derived DMing advice that's completely embracing cooperative storytelling as the core of the activity. I think there's a core of modern play there that's actually closer to classic AP stuff, just with authority redistributed not just between the GM/players, but between the module writer and the people at the table. Players slide in and out of playing characters, writing arcs for those characters and making choices for those characters in response to the GM's material. Which of those modes is ascendent at any given moment is worked out by group understanding of the shared unfolding story. [/QUOTE]
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What Do You Think Of As "Modern TTRPG Mechanics"?
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