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*TTRPGs General
What Do You Think Of As "Modern TTRPG Mechanics"?
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<blockquote data-quote="Aldarc" data-source="post: 9775221" data-attributes="member: 5142"><p>To me, it seems you misunderstand me.</p><p></p><p></p><p>Again, not contradictory with what I was saying at all, and in fact it's what I had in mind for <em>one way</em> in which it manifests. But how in looks in OSR isn't necessarily how it exists in narrative games. But I am not proposing that all of these things exist equally in the same way across all sectors of the hobby.</p><p></p><p></p><p>This is not contradictory with what I said. In OSR, the GM may have the bulk of the work, but that doesn't mean that the OSR community isn't looking for ways to reduce GM overhead: e.g., rulings not rules, random tables, rules light, ways to randomize maps and dungeons, etc. Again, this will look different with narrative games, neo-trad games, etc. But it's not as if my post was without examples with OSR in mind.</p><p></p><p></p><p>I established in my post how even a binary pass/fail often results in additional "pressures" in OSR play (e.g., wandering monster check, time, torches, resources, supplies, food, etc.). There is also more direction about when a roll should be called for. Also notice advice like this:</p><p></p><p>Shadowdark:</p><p></p><p></p><p>Knave 2e:</p><p></p><p>To be clear, when Ben says that "most actions the PCs take should simply succeed or fail," he is not talking about dice rolling. He's talking about action declarations.</p><p></p><p>Bugbears & Borderlands (by Sacrosanct):</p><p></p><p></p><p>Dolmenwood:</p><p></p><p>But consider what this also means. We should roll if there are consequences: i.e., when there is a danger and/or there is time pressure! Time is "something happens." The GM is responsible for tracking time, which they use for things like adjudicating wandering monster checks, rations, torches, players getting lost, etc.</p><p></p><p>All this lines up with what I wrote in my post:</p><p></p><p>Emphasis in bold, mine.</p><p></p><p></p><p>I never imagined this would be something that Micah would like, which is why "Freeform Narrative Tags for PCs" is devoid of OSR examples.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9775221, member: 5142"] To me, it seems you misunderstand me. Again, not contradictory with what I was saying at all, and in fact it's what I had in mind for [I]one way[/I] in which it manifests. But how in looks in OSR isn't necessarily how it exists in narrative games. But I am not proposing that all of these things exist equally in the same way across all sectors of the hobby. This is not contradictory with what I said. In OSR, the GM may have the bulk of the work, but that doesn't mean that the OSR community isn't looking for ways to reduce GM overhead: e.g., rulings not rules, random tables, rules light, ways to randomize maps and dungeons, etc. Again, this will look different with narrative games, neo-trad games, etc. But it's not as if my post was without examples with OSR in mind. I established in my post how even a binary pass/fail often results in additional "pressures" in OSR play (e.g., wandering monster check, time, torches, resources, supplies, food, etc.). There is also more direction about when a roll should be called for. Also notice advice like this: Shadowdark: Knave 2e: To be clear, when Ben says that "most actions the PCs take should simply succeed or fail," he is not talking about dice rolling. He's talking about action declarations. Bugbears & Borderlands (by Sacrosanct): Dolmenwood: But consider what this also means. We should roll if there are consequences: i.e., when there is a danger and/or there is time pressure! Time is "something happens." The GM is responsible for tracking time, which they use for things like adjudicating wandering monster checks, rations, torches, players getting lost, etc. All this lines up with what I wrote in my post: Emphasis in bold, mine. I never imagined this would be something that Micah would like, which is why "Freeform Narrative Tags for PCs" is devoid of OSR examples. [/QUOTE]
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What Do You Think Of As "Modern TTRPG Mechanics"?
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