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Why do RPGs have rules?
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<blockquote data-quote="AnotherGuy" data-source="post: 9033771" data-attributes="member: 7029930"><p>At the outset [USER=6696971]@Manbearcat[/USER] thanks for your original and follow-up post!</p><p>You have genuinely given me much to think about and how to ensure I place the game part of the RPG in the foreground for my players, but more importantly for my own satisfaction for, ironically, the game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f923.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":ROFLMAO:" title="ROFL :ROFLMAO:" data-smilie="18"data-shortname=":ROFLMAO:" /></p><p></p><p>This was well explained and it all makes sense to me and I'm 100% in agreement.</p><p></p><p>Your first assumption is correct. The PTSD was a <em>hard-move</em> by me for what would otherwise have been PC death if I had used the 5e rules strictly. I had narrated the attacks from the Marilith being synchronised i.e. even though there were lots of attack rolls that I had to make, I treated it as one attack, so the character dropped into unconsciousness instead of death.</p><p>With the second assumption I'm not sure I'm understanding you correctly, but I had not informed the player of the hard-move. Yet. We are playing this weekend. The discussion of the Flaw/Trait in your (1) below will make it known. </p><p></p><p></p><p>I appreciate the effort you went to, to come up with mechanics for the situation, creatively pulling ideas from several RPG's. The Dungeon World link is not something I had seen before and it is certainly a useful resource. Really liked the way the game breaks down the Paladin's Quest move and the Wizard's Ritual move.</p><p></p><p>The <em>inviting the player to vignette on their character's thoughts on the object/event and relate it back to the events of (1) </em>definitely connects with your <strong>(i)</strong> <strong>the autobiographical cognitive space of the participants</strong> in your post.</p><p></p><p>So in closing I may be tweaking, but nothing will be thrown in the dustbin. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>Thanks again.</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 9033771, member: 7029930"] At the outset [USER=6696971]@Manbearcat[/USER] thanks for your original and follow-up post! You have genuinely given me much to think about and how to ensure I place the game part of the RPG in the foreground for my players, but more importantly for my own satisfaction for, ironically, the game. :ROFLMAO: This was well explained and it all makes sense to me and I'm 100% in agreement. Your first assumption is correct. The PTSD was a [I]hard-move[/I] by me for what would otherwise have been PC death if I had used the 5e rules strictly. I had narrated the attacks from the Marilith being synchronised i.e. even though there were lots of attack rolls that I had to make, I treated it as one attack, so the character dropped into unconsciousness instead of death. With the second assumption I'm not sure I'm understanding you correctly, but I had not informed the player of the hard-move. Yet. We are playing this weekend. The discussion of the Flaw/Trait in your (1) below will make it known. I appreciate the effort you went to, to come up with mechanics for the situation, creatively pulling ideas from several RPG's. The Dungeon World link is not something I had seen before and it is certainly a useful resource. Really liked the way the game breaks down the Paladin's Quest move and the Wizard's Ritual move. The [I]inviting the player to vignette on their character's thoughts on the object/event and relate it back to the events of (1) [/I]definitely connects with your [B](i)[/B] [B]the autobiographical cognitive space of the participants[/B] in your post. So in closing I may be tweaking, but nothing will be thrown in the dustbin. ;) Thanks again. [/QUOTE]
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