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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="hawkeyefan" data-source="post: 9775203" data-attributes="member: 6785785"><p>I don’t think those are the same things. One chooses to climb a wall. One may not choose to have a fight… the rules may dictate that one happens because the characters have done or tried to do something else. Maybe they decided to search a room and a random encounter occurs, maybe they chose a hex to explore, and an encounter is indicates by the GM’s notes.</p><p></p><p>The mechanics can be said to be driving play in these kinds of cases, no? </p><p></p><p>Yes, it may start with the player making a declaration… “I want to do X” but then the rules tell us how that goes, what happens as a reault… and then we’re in a new situation and the players are prompted to make some new decisions.</p><p></p><p>This is why I thibk there’s more to it than just “the mechanics are designed to drive play” because I think that’s one of the primary purpose of game mechanics and procedures regardless of the specific RPG. </p><p></p><p></p><p></p><p>I feel it’s inaccurate to say that mechanics don’t drive play in this regard. If you fail to climb the wall, then you’ll need to go deal with the guards, or sneak in through the old sewer shaft… pushing play in some new direction, prompting some new decision by the players.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9775203, member: 6785785"] I don’t think those are the same things. One chooses to climb a wall. One may not choose to have a fight… the rules may dictate that one happens because the characters have done or tried to do something else. Maybe they decided to search a room and a random encounter occurs, maybe they chose a hex to explore, and an encounter is indicates by the GM’s notes. The mechanics can be said to be driving play in these kinds of cases, no? Yes, it may start with the player making a declaration… “I want to do X” but then the rules tell us how that goes, what happens as a reault… and then we’re in a new situation and the players are prompted to make some new decisions. This is why I thibk there’s more to it than just “the mechanics are designed to drive play” because I think that’s one of the primary purpose of game mechanics and procedures regardless of the specific RPG. I feel it’s inaccurate to say that mechanics don’t drive play in this regard. If you fail to climb the wall, then you’ll need to go deal with the guards, or sneak in through the old sewer shaft… pushing play in some new direction, prompting some new decision by the players. [/QUOTE]
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What Do You Think Of As "Modern TTRPG Mechanics"?
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