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General Tabletop Discussion
*TTRPGs General
Worlds of Design: “Old School” in RPGs and other Games – Part 2 and 3 Rules, Pacing, Non-RPGs, and G
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<blockquote data-quote="Aldarc" data-source="post: 7769197" data-attributes="member: 5142"><p>Most mechanics are rarely "needed," but they are helpful for facilitating various modes of play. I would not necessarily say either that NSRPGs are about GM-manipulated pacing either. One of the big recommendations for what makes a good Fate game, for example, is that it works best with proactive characters: This is one of the three pillars of player play: proactivity, competence, and drama. Then it later expands this in its discussion on Proactivity: </p><p>The point is that the players should drive the action, story, and pacing through their characters. Overall, this description suggests to me that pacing is intended to be more player-oriented than GM-oriented. </p><p></p><p>Likewise, in Blades in the Dark, the crew of players decides when they engage with a score, downtime, and their next plans of action. They determine flashbacks. The major issue of pacing from the GM-side of things generally entails the countdown clocks, which will trigger further consequences, dangers, and complications. These are often "living world" issues. The rules also state that the countdown clocks do not tick unless the players engage them.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7769197, member: 5142"] Most mechanics are rarely "needed," but they are helpful for facilitating various modes of play. I would not necessarily say either that NSRPGs are about GM-manipulated pacing either. One of the big recommendations for what makes a good Fate game, for example, is that it works best with proactive characters: This is one of the three pillars of player play: proactivity, competence, and drama. Then it later expands this in its discussion on Proactivity: The point is that the players should drive the action, story, and pacing through their characters. Overall, this description suggests to me that pacing is intended to be more player-oriented than GM-oriented. Likewise, in Blades in the Dark, the crew of players decides when they engage with a score, downtime, and their next plans of action. They determine flashbacks. The major issue of pacing from the GM-side of things generally entails the countdown clocks, which will trigger further consequences, dangers, and complications. These are often "living world" issues. The rules also state that the countdown clocks do not tick unless the players engage them. [/QUOTE]
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