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General Tabletop Discussion
*TTRPGs General
What TTRPGs Excel At Not Having Combat?
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<blockquote data-quote="bsss" data-source="post: 9789617" data-attributes="member: 7054302"><p>I was going to mention Fiasco specifically as an example of where dialing in the OP's desired amount of action resolution might be helpful for this conversation as well.</p><p></p><p>In case it needs to be said, to make a contrast --- CS, d20, "trad" games in general, the loop is, abstractly: GM presents a situation, the players describe what their PCs do, and the mechanics help determine the result. Fiasco is on the other end of this spectrum where players kinda represent individual characters, but the PCs are not avatars, but just more like narrative subjects --- there is no GM, the players pick a "playset", roll a couple times to build a pool of results, and go through the collaborative storytelling process of asserting truths about scenes and determining how the scenes and overall story resolve by choosing how to apply their dice pools. You could go a whole game without ever concretely describing what any of the characters do, just vibes and outcomes, and you've essentially played a whole movie in the course of about an hour. All the drama and tension is at the overall story arc level rather than how the individual steps for a scene --- a mote of tension --- play out.</p><p></p><p>Are they thinking Punch and Judy in that sense, where they don't want to be bothered with the minutiae of action-reaction loops and just want to tell stories? Or, the "trad" style, just where the action currency is things other than pain and death? (Or somewhere in between?)</p></blockquote><p></p>
[QUOTE="bsss, post: 9789617, member: 7054302"] I was going to mention Fiasco specifically as an example of where dialing in the OP's desired amount of action resolution might be helpful for this conversation as well. In case it needs to be said, to make a contrast --- CS, d20, "trad" games in general, the loop is, abstractly: GM presents a situation, the players describe what their PCs do, and the mechanics help determine the result. Fiasco is on the other end of this spectrum where players kinda represent individual characters, but the PCs are not avatars, but just more like narrative subjects --- there is no GM, the players pick a "playset", roll a couple times to build a pool of results, and go through the collaborative storytelling process of asserting truths about scenes and determining how the scenes and overall story resolve by choosing how to apply their dice pools. You could go a whole game without ever concretely describing what any of the characters do, just vibes and outcomes, and you've essentially played a whole movie in the course of about an hour. All the drama and tension is at the overall story arc level rather than how the individual steps for a scene --- a mote of tension --- play out. Are they thinking Punch and Judy in that sense, where they don't want to be bothered with the minutiae of action-reaction loops and just want to tell stories? Or, the "trad" style, just where the action currency is things other than pain and death? (Or somewhere in between?) [/QUOTE]
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