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*Dungeons & Dragons
With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Balesir" data-source="post: 5994642" data-attributes="member: 27160"><p>Yep - Come and Get It is a good one for an example, too.</p><p></p><p>If I'm actually having a character do the move, first of all, I am focussed on the options I have not used, to start with. I.e. I deliberately don't even think about the powers I have used this encounter/day at all, just the ones I still have available - including the "improvise something" option that is always there.</p><p></p><p>Next, I announce only that I am using the power, and the enemies that move as a result (there is, as is often the case, some business required with rolling dice and so on).</p><p></p><p>I (deliberately) <em>don't</em> announce what threats, goads, faked retreats, drawing feints or faux-openings that I am using to make the move work - just the fact of the move, and the resulting actions of enemies and any damage to them.</p><p></p><p>At the same time, I have a picture <em>in my own head</em> of how the character is achieving that result - of how that outcome comes to pass. I don't announce it, because it might well conflict with what another player could believe; it's <em>up to them</em> to take the bald facts of the outcome (generated by my decision to use CaGI and the system-generated outcome) and make <em>their own movie, inside their own heads</em>, of what that actually looks like in process terms.</p><p></p><p>Their "process movie" may very well be different to mine; it doesn't matter if this is so, <em>provided that we both know what the outcome is as described by a game system that we both understand</em>.</p><p></p><p>The game system is acting almost like a language. The words themselves are just abstract sounds, but as long as all the players have their own, compatible understanding of what those words mean, we can converse without having to draw pictures and make sound effects to try to recreate what we want to say.</p></blockquote><p></p>
[QUOTE="Balesir, post: 5994642, member: 27160"] Yep - Come and Get It is a good one for an example, too. If I'm actually having a character do the move, first of all, I am focussed on the options I have not used, to start with. I.e. I deliberately don't even think about the powers I have used this encounter/day at all, just the ones I still have available - including the "improvise something" option that is always there. Next, I announce only that I am using the power, and the enemies that move as a result (there is, as is often the case, some business required with rolling dice and so on). I (deliberately) [I]don't[/I] announce what threats, goads, faked retreats, drawing feints or faux-openings that I am using to make the move work - just the fact of the move, and the resulting actions of enemies and any damage to them. At the same time, I have a picture [I]in my own head[/I] of how the character is achieving that result - of how that outcome comes to pass. I don't announce it, because it might well conflict with what another player could believe; it's [I]up to them[/I] to take the bald facts of the outcome (generated by my decision to use CaGI and the system-generated outcome) and make [I]their own movie, inside their own heads[/I], of what that actually looks like in process terms. Their "process movie" may very well be different to mine; it doesn't matter if this is so, [I]provided that we both know what the outcome is as described by a game system that we both understand[/I]. The game system is acting almost like a language. The words themselves are just abstract sounds, but as long as all the players have their own, compatible understanding of what those words mean, we can converse without having to draw pictures and make sound effects to try to recreate what we want to say. [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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