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What Is D&D Generally Bad At That You Wish It Was Better At?
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<blockquote data-quote="Celebrim" data-source="post: 9609530" data-attributes="member: 4937"><p>I disagree, but my disagreement requires you understanding what a transcript of play is and why it matters and the difference between an outcome and an experience. A transcript is the recording of the actual events that occurred in character in the story - what the characters actually said or did. The nature of the transcript is different between the proclamation, "My character tells a joke." and "I say to the elf, "So, an elf and a dwarf enter a bar..." You'll notice that I have to ellipse that second example because I don't actually know a joke about an elf and a dwarf in the bar, so I can't record it in the transcript. If I could though, that would be very different than, "My character is being funny." The fact that I could roll to find out if my character was funny and prove that was the outcome couldn't create the missing transcript of the joke, so a later reader of the transcript wouldn't have the experience of a funny joke the way they would if there was an actual funny joke. The experience of the funny joke could not be shared or transmitted to anyone else, just the unfunny statement that the characters inside the story found it funny without explanation why they found it funny that a later reader could understand.</p><p></p><p>See the difference?</p><p></p><p>Blades is really good at tracking and rewarding outcome, but it's no better at generating transcripts or experience of courtly intrigue than D&D. The fact that you think "downtime actions" is an essential part of role-playing courtly intrigue makes me want to pull my hair out. </p><p></p><p>The fact that you think you need explicit clocks and reputation score is only slightly less frustrating, because I like clocks and used them as early as the early 1990s and having them codified is a good tool to give to DMs to help their decision making. But they aren't needed to run NPCs. A DM can run an NPC based on description of character and some common sense without a universal mechanic, and the notion of escalation while is useful to codify isn't something you have to codify. So yes, my homebrew WEG Star Wars D6 adventure about the Hunters infiltrating a war zone to recover a stranded rebel intelligence officer had codified escalation in it regarding what steps the Empire would take if they began to suspect the PC's existence, and in the same campaign in a different adventure I had codified escalation from a slaver/crime boss if the PC's became a thorn in his operation, but none of that is essential to creating the transcript or experience of courtly intrigue. The essential elements of transcript and experience of a story of courtly intrigue (and I'm going to emphasize this) <em>do not exist in the metagame</em>.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9609530, member: 4937"] I disagree, but my disagreement requires you understanding what a transcript of play is and why it matters and the difference between an outcome and an experience. A transcript is the recording of the actual events that occurred in character in the story - what the characters actually said or did. The nature of the transcript is different between the proclamation, "My character tells a joke." and "I say to the elf, "So, an elf and a dwarf enter a bar..." You'll notice that I have to ellipse that second example because I don't actually know a joke about an elf and a dwarf in the bar, so I can't record it in the transcript. If I could though, that would be very different than, "My character is being funny." The fact that I could roll to find out if my character was funny and prove that was the outcome couldn't create the missing transcript of the joke, so a later reader of the transcript wouldn't have the experience of a funny joke the way they would if there was an actual funny joke. The experience of the funny joke could not be shared or transmitted to anyone else, just the unfunny statement that the characters inside the story found it funny without explanation why they found it funny that a later reader could understand. See the difference? Blades is really good at tracking and rewarding outcome, but it's no better at generating transcripts or experience of courtly intrigue than D&D. The fact that you think "downtime actions" is an essential part of role-playing courtly intrigue makes me want to pull my hair out. The fact that you think you need explicit clocks and reputation score is only slightly less frustrating, because I like clocks and used them as early as the early 1990s and having them codified is a good tool to give to DMs to help their decision making. But they aren't needed to run NPCs. A DM can run an NPC based on description of character and some common sense without a universal mechanic, and the notion of escalation while is useful to codify isn't something you have to codify. So yes, my homebrew WEG Star Wars D6 adventure about the Hunters infiltrating a war zone to recover a stranded rebel intelligence officer had codified escalation in it regarding what steps the Empire would take if they began to suspect the PC's existence, and in the same campaign in a different adventure I had codified escalation from a slaver/crime boss if the PC's became a thorn in his operation, but none of that is essential to creating the transcript or experience of courtly intrigue. The essential elements of transcript and experience of a story of courtly intrigue (and I'm going to emphasize this) [i]do not exist in the metagame[/i]. [/QUOTE]
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