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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="Umbran" data-source="post: 7769473" data-attributes="member: 177"><p>"Expect" or "require" would probably be reasonable ways to say it.</p><p></p><p>Though, to be honest, all games call for a GM to make up stuff on the spot. The focus here is on making up rules ("Gee, there's no rule here for how you climb a wall if you aren't a thief... well, let us do this!"). But is that so fundamentally different from, "Gee, I didn't expect you to try to *bribe* the efreet rather than fight him, so I don't have a plan for it... well, let's do this!"?</p><p></p><p>Either way, the GM is making a judgement call on how to resolve a situation that wasn't worked out before play began. How do you climb? How do you sway an efreet's loyalty? </p><p></p><p>But, other than raise the question, if folks *really* want to think that single-use mechanics of the moment are somehow fundamentally different, I won't argue strenuously over it.</p><p></p><p></p><p></p><p>I agree with you. Some of that which is put on New School is really specifically about 3e and/or 4e, and doesn't apply to other games. I mean, heck, all of FATE Accelerated fits in forty 6" x 9" pages. The game is tiny, by comparison to any D&D, ever.</p><p></p><p>This is part of why I spoke of both Comprehensive and Generalized rules somewhat separately. Something like 3e has Comprehensive rules - a rule for everything. Something like FATE or Cortex+ has Generalized rules. No matter what you are trying to do, the basic mechanic is the same. We only have to choose what "skills" apply, and how hard it is to accomplish. Something like Gumshoe is between the extremes - a couple different kinds of mechanics, but not too many.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7769473, member: 177"] "Expect" or "require" would probably be reasonable ways to say it. Though, to be honest, all games call for a GM to make up stuff on the spot. The focus here is on making up rules ("Gee, there's no rule here for how you climb a wall if you aren't a thief... well, let us do this!"). But is that so fundamentally different from, "Gee, I didn't expect you to try to *bribe* the efreet rather than fight him, so I don't have a plan for it... well, let's do this!"? Either way, the GM is making a judgement call on how to resolve a situation that wasn't worked out before play began. How do you climb? How do you sway an efreet's loyalty? But, other than raise the question, if folks *really* want to think that single-use mechanics of the moment are somehow fundamentally different, I won't argue strenuously over it. I agree with you. Some of that which is put on New School is really specifically about 3e and/or 4e, and doesn't apply to other games. I mean, heck, all of FATE Accelerated fits in forty 6" x 9" pages. The game is tiny, by comparison to any D&D, ever. This is part of why I spoke of both Comprehensive and Generalized rules somewhat separately. Something like 3e has Comprehensive rules - a rule for everything. Something like FATE or Cortex+ has Generalized rules. No matter what you are trying to do, the basic mechanic is the same. We only have to choose what "skills" apply, and how hard it is to accomplish. Something like Gumshoe is between the extremes - a couple different kinds of mechanics, but not too many. [/QUOTE]
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