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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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<blockquote data-quote="5ekyu" data-source="post: 7768880" data-attributes="member: 6919838"><p>Anecdotal - yawn... yes, I said "in my experience" to make it clear I was not referring to some universal truth, some cosmic axiom, some... nevermind. </p><p></p><p>1 Reducing - nope - just discussing the aspect relevant for the point. I did not assume it was necessary to go deep dive into the whole totality of that system since that totality was not in dispute. If you insist on having every point include an encyclopedic overview - you will likely be left unfulfilled. </p><p></p><p>2 Key point is that while the language has changed most of the points you make in 2 are common to the vast majority of player defined flaws in system after system. </p><p></p><p>2a [p]reward vs pay-4-play pitch - both sides have flaws. Those who prefer [p]reward would point to it being a limited scope limited gain choice while the pay-4-play rewards everytime it shows up and so is potentially an open ended gain. If you look at the impact of GM/setting failing to manage those equally, one winds up with a single one time imbalanc, the other with an ongoing increase. Main point is no system is "flawless" in how they manage these things and each has plusses std minuses. **Personally** I prefer neither in favor of player and GM getting on same page and so on. But - my experiences with my group fall much less favorable on gimmick point driven mechanics for this. </p><p></p><p>3 - So, to you that's not out of character negotiation? Who was asking the barbarian that question then? Who was the barbarian goat answering? Which of those charscters passing chips to which? Later on, was that chip also handed in character to an enemy or maybe tossed onto the floor for them to slip on? </p><p></p><p>In a simpler, not gimmick point driven playstyle, I would just describe an NPC acting bored or frustrated- one likely known to the others- and see if the player chose that their character would opt to take that and run with it since we know his characters previously shown history. Maybe he feeds off it and the two of them egg each other on or maybe he shows restraint and helps calm the other. Either way, there can be benefits and disad thst spawn from that play and carry into the future that dont necessitate a "conjure banana perel for foe to skip on" chip or a pre-bought bonus to ranged EB to see as rewarding in play.</p><p></p><p>The more the points get into that part of the "who is this guy" play, imo, the more they get in the way.</p><p></p><p>Obviously, different table, different people, different preferences.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7768880, member: 6919838"] Anecdotal - yawn... yes, I said "in my experience" to make it clear I was not referring to some universal truth, some cosmic axiom, some... nevermind. 1 Reducing - nope - just discussing the aspect relevant for the point. I did not assume it was necessary to go deep dive into the whole totality of that system since that totality was not in dispute. If you insist on having every point include an encyclopedic overview - you will likely be left unfulfilled. 2 Key point is that while the language has changed most of the points you make in 2 are common to the vast majority of player defined flaws in system after system. 2a [p]reward vs pay-4-play pitch - both sides have flaws. Those who prefer [p]reward would point to it being a limited scope limited gain choice while the pay-4-play rewards everytime it shows up and so is potentially an open ended gain. If you look at the impact of GM/setting failing to manage those equally, one winds up with a single one time imbalanc, the other with an ongoing increase. Main point is no system is "flawless" in how they manage these things and each has plusses std minuses. **Personally** I prefer neither in favor of player and GM getting on same page and so on. But - my experiences with my group fall much less favorable on gimmick point driven mechanics for this. 3 - So, to you that's not out of character negotiation? Who was asking the barbarian that question then? Who was the barbarian goat answering? Which of those charscters passing chips to which? Later on, was that chip also handed in character to an enemy or maybe tossed onto the floor for them to slip on? In a simpler, not gimmick point driven playstyle, I would just describe an NPC acting bored or frustrated- one likely known to the others- and see if the player chose that their character would opt to take that and run with it since we know his characters previously shown history. Maybe he feeds off it and the two of them egg each other on or maybe he shows restraint and helps calm the other. Either way, there can be benefits and disad thst spawn from that play and carry into the future that dont necessitate a "conjure banana perel for foe to skip on" chip or a pre-bought bonus to ranged EB to see as rewarding in play. The more the points get into that part of the "who is this guy" play, imo, the more they get in the way. Obviously, different table, different people, different preferences. [/QUOTE]
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