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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: 9840799" data-attributes="member: 42582"><p>I'll accept there have to be some assumptions. A card game often assumes that the players know what it means, for instance, to shuffle the cards and deal hands.</p><p></p><p>The analogue in a RPG might be assuming that participants know how to roll and read dice. Perhaps even that they have an idea of the contrast between GM (default manage of backstory and framing) and player (engages the fiction primarily by declaring actions for a particular imaginary character) roles.</p><p></p><p>But I think there's quite a bit that is possible to specify.</p><p></p><p>Referring to AW in particular, I was going to post a couple of quotes from this four-year-old thread: <a href="https://www.enworld.org/threads/thoughts-on-apocalypse-world.682898/post-8411076" target="_blank">thoughts on Apocalypse World?</a> But having looked through it, there's too much to quote! In addition to that linked post, you can see my thoughts in posts 86, 100, 104, 223, 224, 252, 254, 271, 311, 318, 341, 362, 365, 370 and 375.</p><p></p><p>In those posts I try and identify some of the things that follow, for AW play, from the way the rules are stated: <em>if you do it, you do it</em>; <em>always say what honesty, and what prep, demand</em>; <em>the purpose of prep is to give you interesting things to say</em>; <em>when everyone looks at the MC to see what happens next, the MC makes a move - a soft move, unless its a 6-down roll or a golden opportunity on a plate</em>; etc.</p><p></p><p>The rulebook doesn't answer every question (like your one about <em>how many opponents?</em>). But I think it's pretty complete.</p><p></p><p>Burning Wheel, especially supplemented by the Adventure Burner, I think is pretty complete too. (Though it also doesn't answer the <em>how many opponents?</em> question!) And the completeness of both helps to make clear how they're different games.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9840799, member: 42582"] I'll accept there have to be some assumptions. A card game often assumes that the players know what it means, for instance, to shuffle the cards and deal hands. The analogue in a RPG might be assuming that participants know how to roll and read dice. Perhaps even that they have an idea of the contrast between GM (default manage of backstory and framing) and player (engages the fiction primarily by declaring actions for a particular imaginary character) roles. But I think there's quite a bit that is possible to specify. Referring to AW in particular, I was going to post a couple of quotes from this four-year-old thread: [URL="https://www.enworld.org/threads/thoughts-on-apocalypse-world.682898/post-8411076"]thoughts on Apocalypse World?[/URL] But having looked through it, there's too much to quote! In addition to that linked post, you can see my thoughts in posts 86, 100, 104, 223, 224, 252, 254, 271, 311, 318, 341, 362, 365, 370 and 375. In those posts I try and identify some of the things that follow, for AW play, from the way the rules are stated: [I]if you do it, you do it[/I]; [I]always say what honesty, and what prep, demand[/I]; [I]the purpose of prep is to give you interesting things to say[/I]; [I]when everyone looks at the MC to see what happens next, the MC makes a move - a soft move, unless its a 6-down roll or a golden opportunity on a plate[/I]; etc. The rulebook doesn't answer every question (like your one about [I]how many opponents?[/I]). But I think it's pretty complete. Burning Wheel, especially supplemented by the Adventure Burner, I think is pretty complete too. (Though it also doesn't answer the [I]how many opponents?[/I] question!) And the completeness of both helps to make clear how they're different games. [/QUOTE]
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