Crimson Longinus
Legend
Thank you, this is an answer that actually deals with the mechanics.
But yes, I totally get that if you're more interested in framing around character drama all of that might seem like unwelcome distraction or a burden.
But if you're framing things based on the capabilities of the chracters, aren't you still framing it around the character? It is just more action adventure way rather than drama way of doing that.Mechanically, any game that is rooted in rationed and strategic use of discrete abilities over a specific time frame is not going to be very well suited to the loose sense of time and space you need to have in any game where the GM is framing situations with an eye towards staying on premise. If you have to consider the downstream mechanical impact of how the next scene you are framing has on the wizard's ability to impact the next scene versus the fighter's same ability then you are going to be dealing with an undue burden on the GM.
But yes, I totally get that if you're more interested in framing around character drama all of that might seem like unwelcome distraction or a burden.
But if the players have the power to do this, wouldn't this make the game more player driven?There's also just way too many spells and abilities that just do stuff and reframe/recontextualize a scene.
What is issue with task resolution? I get that most of the narativeish games are more into conflict resolution oriented, but I am not actually quite sure why...There's just so much task resolution DNA you have to fight, mechanically.
What does that mean?That's before we get into the lack of reward systems to help play keep moving.