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General Tabletop Discussion
*TTRPGs General
Worlds of Design: Active vs. Passive—Part 1
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<blockquote data-quote="Ovinomancer" data-source="post: 8336498" data-attributes="member: 16814"><p>The example you gave in your article was contrasting skill challenges with roleplaying towards the GM. This doesn't touch on negotiation. You can negotiate a roll without playacting towards the GM just fine. And skill challenges can be tremendously interactive and require a lot of involvement and activity on the part of the player. I feel like you're casting using mechanics as somehow less active and engaged than playacting, which I strongly disagree with. Playacting is a preference, it doesn't denote more activity.</p><p></p><p>I mean, your argument about preferring mechanics to playacting resolutions with the GM falls apart the moment we look at some other games, like Blades in the Dark. Here, the GM has no authority to decide what happens, but instead has to turn to the mechanics if the answer isn't "yes." No amount of playacting towards the GM will move the game, and yet Blades requires a far more active player than D&D does (not a criticism of D&D -- people can not like the necessary level and kind of activity that Blades requires, and that's fine, it's not a better game for it, it's a different game for it).</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8336498, member: 16814"] The example you gave in your article was contrasting skill challenges with roleplaying towards the GM. This doesn't touch on negotiation. You can negotiate a roll without playacting towards the GM just fine. And skill challenges can be tremendously interactive and require a lot of involvement and activity on the part of the player. I feel like you're casting using mechanics as somehow less active and engaged than playacting, which I strongly disagree with. Playacting is a preference, it doesn't denote more activity. I mean, your argument about preferring mechanics to playacting resolutions with the GM falls apart the moment we look at some other games, like Blades in the Dark. Here, the GM has no authority to decide what happens, but instead has to turn to the mechanics if the answer isn't "yes." No amount of playacting towards the GM will move the game, and yet Blades requires a far more active player than D&D does (not a criticism of D&D -- people can not like the necessary level and kind of activity that Blades requires, and that's fine, it's not a better game for it, it's a different game for it). [/QUOTE]
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