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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Bedrockgames" data-source="post: 8668920" data-attributes="member: 85555"><p>I would love a game where that is possible (maybe there is one that achieves it I just don't know about). What I have found in practice is, for whatever reason, people are much more okay with social interactions being handled through talking and negotiating without a system or without random elements, but with fighting they really seem to want random and mechanical elements. I'd love to play a game where the GM decides based on either what is plausible or what works dramatically (not both mixed together but two possible 'legal schools of thought' for the GM to follow). Because so often in games you do things that would work in real life or in a movie, but don't work because you have to roll, characters have HP (or whatever the game's equivalent of HP is), HP aren't realistic, etc. I think a small random element would always be a bit helpful here, but largely keeping it to what is going on in game is something I'd love to have (I haven't tried too many diceless games, perhaps some of those do things like this). There is always a chance a bullet misses there is always the punchers chance in close quarter combat. An example of what I am talking about is the players arranging the perfect assassination, and it failing utterly because the system says so, when everyone at the table is left feeling that outcome doesn't align with all the prep that was going on the part of the players and all the things they said they did. Some systems this is less of a problem than others, but it is a real issue.</p><p></p><p>I think lets RP combat is always a tough sell. </p><p></p><p>One observation as a possible reason here is we all have experience with social interaction just by virtue of being human. That is how we do things. But we don't all have experience with combat (and even if we do have experience fighting, we might only have experience with one type of fighting: someone may have been in brawls but never been military combat for example, or been in military combat but never a sword fight).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8668920, member: 85555"] I would love a game where that is possible (maybe there is one that achieves it I just don't know about). What I have found in practice is, for whatever reason, people are much more okay with social interactions being handled through talking and negotiating without a system or without random elements, but with fighting they really seem to want random and mechanical elements. I'd love to play a game where the GM decides based on either what is plausible or what works dramatically (not both mixed together but two possible 'legal schools of thought' for the GM to follow). Because so often in games you do things that would work in real life or in a movie, but don't work because you have to roll, characters have HP (or whatever the game's equivalent of HP is), HP aren't realistic, etc. I think a small random element would always be a bit helpful here, but largely keeping it to what is going on in game is something I'd love to have (I haven't tried too many diceless games, perhaps some of those do things like this). There is always a chance a bullet misses there is always the punchers chance in close quarter combat. An example of what I am talking about is the players arranging the perfect assassination, and it failing utterly because the system says so, when everyone at the table is left feeling that outcome doesn't align with all the prep that was going on the part of the players and all the things they said they did. Some systems this is less of a problem than others, but it is a real issue. I think lets RP combat is always a tough sell. One observation as a possible reason here is we all have experience with social interaction just by virtue of being human. That is how we do things. But we don't all have experience with combat (and even if we do have experience fighting, we might only have experience with one type of fighting: someone may have been in brawls but never been military combat for example, or been in military combat but never a sword fight). [/QUOTE]
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