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46709 Posts in 5588 Topics by 13297 Members Latest Member: - Shane786 Most online today: 36 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Avoiding the Mechanics for Functional Play  (Read 3743 times)
Chris Chambers
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Posts: 11

"Oh F@$k" is not a proper battle cry!


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« Reply #15 on: October 19, 2010, 12:35:21 PM »

Just to put in a little, I had issues with the primer also on Lulu... but it seems to have been taken care of, as it worked for me today.. So I am finally getting to read it after all the build up on this thread... lol...

http://www.lulu.com/product/file-download/quick-primer-for-old-school-gaming/3159558
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Mathew E. Reuther
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Posts: 114

I came, I saw, I ordered the burrito . . .


« Reply #16 on: October 19, 2010, 12:38:34 PM »

Thanks for the post. I managed to grab it now as well.
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Currently:
Knee deep in the Change System's guts . . .
Callan S.
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Posts: 4268


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« Reply #17 on: October 22, 2010, 05:17:18 PM »

I partly read through it as well. It reminds me of Erick Wujcik's article here. Specifically where he describes himself as disarming a trap by engaging in discussion with the GM.

To me, I'd describe it as 'Damocles Sword Play', as in the threat of system use/mechanics use is hung perilously above the players character, as if by a thin string. The system, if engaged, would either automatically or most likely kill his character/stake. However, from my estimate the value of such a system is how likely a GM is to 'be an asshole' and actually initiate system/mechanics application. The more the GM is...let's put it this way 'story is more important than rules!', the thicker that string holding the sword becomes, until it's a chain that is seriously never going to release the sword as he'd never put rules before 'story!'. The thicker that string, the more tension leaves the discussion at all.
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Chris_Chinn
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Posts: 280


« Reply #18 on: October 23, 2010, 08:49:10 AM »

Hi Callan,

Quote
The more the GM is...let's put it this way 'story is more important than rules!', the thicker that string holding the sword becomes, until it's a chain that is seriously never going to release the sword as he'd never put rules before 'story!'. The thicker that string, the more tension leaves the discussion at all.

Yeah, that specific type of play is not what I'm talking about, or what I'm interested in- I find that kind of thing to be generally dysfunctional for group understanding of mechanics or even how/why to engage in them.

Beast Hunters is probably the only game I've seen which includes design for players to start by trying to negotiate success w/o going to mechanics above and beyond the usual "Say yes or roll the dice" rule.

Thanks everyone for sharing.  I think we're done here, though if later folks want to talk about learning direct from the text and or designed "refereeing>mechanics" I'd love to read about it.

Chris
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