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When does the system "work"?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8602767" data-attributes="member: 6790260"><p>...care to explain how it <em>doesn't</em> treat every situation exactly the same? Because if it's <em>literally just</em> "you both roll 2d6, whoever's higher wins," then I'm not seeing how there could possibly be any other factors. There are no modifiers, no rerolls, no influence from context. You specified the entirety of the game system with the phrase, "make opposed 2d6 rolls, higher roll wins." That leaves no room for nuance or variation from what I can tell!</p><p></p><p></p><p>Your pithy responses offer me nothing to interact with, so honestly, unless you feel like saying more, I have no reason to respond. "Nuh-uh" is not productive.</p><p></p><p></p><p>Then <em>explain why</em>.</p><p></p><p></p><p>That's....not exactly a useful statement either. Particularly in the context of your original assertion--"seamlessly" handling. Seamlessness with a <em>game</em> requires familiarity. Doesn't matter if that familiarity means the specific letter of the rules or just the overall process of play, but <em>familiarity of some kind</em> is still required.</p><p></p><p>A lot of gamers do not realize just how <em>embedded</em> the language of games becomes. We don't realize how we've turned certain phases, gestures, or actions into <em>instincts</em>. E.g., did you even consider that a non-gamer could be <em>completely baffled</em> by the meaning of the phrase "make opposed 2d6 rolls"? Both "opposed" and "2d6" are terms that require familiarity.</p><p></p><p></p><p>Why would one spend time becoming familiar with a system one does not know--and therefore <em>does not work</em>, by the proposed metric--when a system that <em>does</em> work <em>because</em> you know it is sitting right there?</p><p></p><p>YOU may not have that sentiment. But a crapton of actual TTRPG players <em>do</em> have that sentiment. We must work the dough we have, not the ideal dough we <em>should</em> have.</p><p></p><p></p><p>"Not true."</p><p></p><p>See how useless a response that is? I <em>could</em> tell you that all that "excruciatingly convoluted" explanation you think is useless is actually very important for establishing the mental experience and retaining fictional consistency, and that there are deeper, underlying game-philosophy reasons (usually regarding things like <em>ritual phrases</em> and <em>begin and end with the fiction</em> and <em>you have to do it to do it</em>) why they are what they are and say what they say. But instead I have pithily dismissed your entire statement with an uninformative "no."</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8602767, member: 6790260"] ...care to explain how it [I]doesn't[/I] treat every situation exactly the same? Because if it's [I]literally just[/I] "you both roll 2d6, whoever's higher wins," then I'm not seeing how there could possibly be any other factors. There are no modifiers, no rerolls, no influence from context. You specified the entirety of the game system with the phrase, "make opposed 2d6 rolls, higher roll wins." That leaves no room for nuance or variation from what I can tell! Your pithy responses offer me nothing to interact with, so honestly, unless you feel like saying more, I have no reason to respond. "Nuh-uh" is not productive. Then [I]explain why[/I]. That's....not exactly a useful statement either. Particularly in the context of your original assertion--"seamlessly" handling. Seamlessness with a [I]game[/I] requires familiarity. Doesn't matter if that familiarity means the specific letter of the rules or just the overall process of play, but [I]familiarity of some kind[/I] is still required. A lot of gamers do not realize just how [I]embedded[/I] the language of games becomes. We don't realize how we've turned certain phases, gestures, or actions into [I]instincts[/I]. E.g., did you even consider that a non-gamer could be [I]completely baffled[/I] by the meaning of the phrase "make opposed 2d6 rolls"? Both "opposed" and "2d6" are terms that require familiarity. Why would one spend time becoming familiar with a system one does not know--and therefore [I]does not work[/I], by the proposed metric--when a system that [I]does[/I] work [I]because[/I] you know it is sitting right there? YOU may not have that sentiment. But a crapton of actual TTRPG players [I]do[/I] have that sentiment. We must work the dough we have, not the ideal dough we [I]should[/I] have. "Not true." See how useless a response that is? I [I]could[/I] tell you that all that "excruciatingly convoluted" explanation you think is useless is actually very important for establishing the mental experience and retaining fictional consistency, and that there are deeper, underlying game-philosophy reasons (usually regarding things like [I]ritual phrases[/I] and [I]begin and end with the fiction[/I] and [I]you have to do it to do it[/I]) why they are what they are and say what they say. But instead I have pithily dismissed your entire statement with an uninformative "no." [/QUOTE]
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