Manbearcat
Legend
Here is another simple one (outside of the goal-directedness of Info Gathering in Blades):
Say I'm running Dungeon World or Stonetop (or derivative). If I signal a soft move to a player about a monster like a Trample move (or some kind of aggressive attack), and I tell them that the monster (whatever it is) has range-band advantage on them (lets say a big megafauna with tusks - Reach - vs a swordsman - Close), that has huge gameplay decision-point implications that players need to understand, mull, and resolve.
If what the player says next doesn't attend to the intricacies of the above, the impact on play generally and gamestates specifically is significant.
And the expression of the above paradigm within the space of DW or ST is totally different than if a megafauna charges you in AD&D...which is totally different than in 4e D&D! And that is because the technical language and concepts embedded (or not) in each of those rules systems. When players (collectively and individually from player to player) and GMs don't share the technical language and mutual understanding of concepts (particularly core, but better play is enabled as auxiliary concepts are mutually understood) - rules - the gameplay implications are profound!
Say I'm running Dungeon World or Stonetop (or derivative). If I signal a soft move to a player about a monster like a Trample move (or some kind of aggressive attack), and I tell them that the monster (whatever it is) has range-band advantage on them (lets say a big megafauna with tusks - Reach - vs a swordsman - Close), that has huge gameplay decision-point implications that players need to understand, mull, and resolve.
If what the player says next doesn't attend to the intricacies of the above, the impact on play generally and gamestates specifically is significant.
And the expression of the above paradigm within the space of DW or ST is totally different than if a megafauna charges you in AD&D...which is totally different than in 4e D&D! And that is because the technical language and concepts embedded (or not) in each of those rules systems. When players (collectively and individually from player to player) and GMs don't share the technical language and mutual understanding of concepts (particularly core, but better play is enabled as auxiliary concepts are mutually understood) - rules - the gameplay implications are profound!