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RPGing and imagination: a fundamental point
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9239467" data-attributes="member: 82106"><p>I'm not sure what you would suggest as being, in your mind, 'better'. I have experience with several approaches:</p><p></p><p>Non-4e D&D as well as the majority of other classically designed RPGs - No structure at all, GM only reveals what is at stake and what the costs/benefits are after the fact, and can change their mind at pretty much any point.</p><p></p><p>'Move based' systems of a more classical nature - this could include 4e when played in a Trad mode (in combat at least, possibly OOC too). Here you get specific moves with varying levels of 'baked in' resolution process. It can go anywhere from 'whatever the GM says' to reasonably nailed down cost/benefit and resource play. D&D casters also fall into this category.</p><p></p><p>TB2 uses a set of 'conflict templates' - this sort of solution has been utilized in a number of fairly successful games. IME the templates are rather confining The TB2 version of this, specifically, does involve a modicum of strategy, though it seemed a lot more like a slightly more elaborate version of 'Rock, Paper, Scissors' vs being anything really hardcore. So, this approach WORKS, in at least that incarnation as well as a few others I've briefly tried. OTOH it never feels really ideally matched to the fiction and the gamist part is generally rather simplistic. TB2's version got a boost from the other resource/move mechanics of TB2, but I always kind of felt like free-form conflicts would still have worked better overall!</p><p></p><p>Clocks - BitD obviously, which works pretty well overall. You have several mechanisms that get used in parallel here though, and I suspect a LOT of playtest went into getting the mix right. </p><p></p><p>4e SCs - I don't feel that these are any less solid in the 'game' department than anything else out there. You can complain, but optimizing your approach in 4e and in BitD are pretty similar and roughly equal in difficulty (though 4e is a bit less adept at ratcheting the pressure using purely mechanics than BitD). Still, run the way I run it 4e delivers a lot of pressure over the course of an adventure/quest. </p><p></p><p>PbtA (DW/AW/ST at least) - resource mechanics here are not doing a ton, they basically exist to be fiction the GM can key a move off of, or a player can invoke for a bonus.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9239467, member: 82106"] I'm not sure what you would suggest as being, in your mind, 'better'. I have experience with several approaches: Non-4e D&D as well as the majority of other classically designed RPGs - No structure at all, GM only reveals what is at stake and what the costs/benefits are after the fact, and can change their mind at pretty much any point. 'Move based' systems of a more classical nature - this could include 4e when played in a Trad mode (in combat at least, possibly OOC too). Here you get specific moves with varying levels of 'baked in' resolution process. It can go anywhere from 'whatever the GM says' to reasonably nailed down cost/benefit and resource play. D&D casters also fall into this category. TB2 uses a set of 'conflict templates' - this sort of solution has been utilized in a number of fairly successful games. IME the templates are rather confining The TB2 version of this, specifically, does involve a modicum of strategy, though it seemed a lot more like a slightly more elaborate version of 'Rock, Paper, Scissors' vs being anything really hardcore. So, this approach WORKS, in at least that incarnation as well as a few others I've briefly tried. OTOH it never feels really ideally matched to the fiction and the gamist part is generally rather simplistic. TB2's version got a boost from the other resource/move mechanics of TB2, but I always kind of felt like free-form conflicts would still have worked better overall! Clocks - BitD obviously, which works pretty well overall. You have several mechanisms that get used in parallel here though, and I suspect a LOT of playtest went into getting the mix right. 4e SCs - I don't feel that these are any less solid in the 'game' department than anything else out there. You can complain, but optimizing your approach in 4e and in BitD are pretty similar and roughly equal in difficulty (though 4e is a bit less adept at ratcheting the pressure using purely mechanics than BitD). Still, run the way I run it 4e delivers a lot of pressure over the course of an adventure/quest. PbtA (DW/AW/ST at least) - resource mechanics here are not doing a ton, they basically exist to be fiction the GM can key a move off of, or a player can invoke for a bonus. [/QUOTE]
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