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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="pemerton" data-source="post: 9837635" data-attributes="member: 42582"><p>I think it can be useful to distinguish between <em>establishing consequences of declared actions</em> and <em>framing a (new) scene</em>. Although the borderline is not always clear (and sometimes, even often, it makes sense to describe consequence-narration as <em>reframing</em> a scene), I still think there is a useful difference:</p><p></p><p style="margin-left: 20px">*Framing a scene presents an opportunity and/or a threat;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Resolving a declared action, and establishing its consequence, realises the opportunity and/or brings home the threat.</p><p></p><p>The way I've just put it is especially tuned for narrativist(ish) play, and I'm thinking through my recent session of Mythic Bastionland (which was 100% gamist, in the Big Model lexicon) to see if the above still fits. Probably "obstacle" rather than "threat" works better for that sort of play. But I still think the contrast holds.</p><p></p><p>In this example, the opportunity provided by the ravine <em>is</em> to have a new scene framed on the other side of the ravine (and the threat is that a new scene will be framed <em>in</em> the ravine).</p><p></p><p>But what about action declarations that aren't aimed at establishing new scenes, but rather other sorts of goals/stakes within a scene?</p><p></p><p>(As a bit of an aside, and in the context of "modern mechanics", I think the integration of action resolution and scene framing via PC movement - which is such a big deal in so much RPGing - shows the huge footprint of the Gygax/Arneson dungeon exploration game.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 9837635, member: 42582"] I think it can be useful to distinguish between [I]establishing consequences of declared actions[/I] and [I]framing a (new) scene[/I]. Although the borderline is not always clear (and sometimes, even often, it makes sense to describe consequence-narration as [I]reframing[/I] a scene), I still think there is a useful difference: [indent]*Framing a scene presents an opportunity and/or a threat; *Resolving a declared action, and establishing its consequence, realises the opportunity and/or brings home the threat.[/indent] The way I've just put it is especially tuned for narrativist(ish) play, and I'm thinking through my recent session of Mythic Bastionland (which was 100% gamist, in the Big Model lexicon) to see if the above still fits. Probably "obstacle" rather than "threat" works better for that sort of play. But I still think the contrast holds. In this example, the opportunity provided by the ravine [I]is[/I] to have a new scene framed on the other side of the ravine (and the threat is that a new scene will be framed [I]in[/I] the ravine). But what about action declarations that aren't aimed at establishing new scenes, but rather other sorts of goals/stakes within a scene? (As a bit of an aside, and in the context of "modern mechanics", I think the integration of action resolution and scene framing via PC movement - which is such a big deal in so much RPGing - shows the huge footprint of the Gygax/Arneson dungeon exploration game.) [/QUOTE]
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What Do You Think Of As "Modern TTRPG Mechanics"?
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