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D&D Older Editions
Reconciling 4e's rough edges with Story Now play
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<blockquote data-quote="andreszarta" data-source="post: 8992831" data-attributes="member: 7036985"><p>Right! It’s onto the GM to hook into the PC as a protagonist and continue to provide them with hard decisions even at the face of incredible powers such as SoA.</p><p></p><p>Ah! I forgot to originally tag you [USER=82106]@AbdulAlhazred[/USER]. This makes sense.</p><p></p><p></p><p>What I am getting from your examples and description is that, while skill usage description screams task resolution, its onto us as players to <strong>follow through logically and take their results as binding and consequential in resolving the actual conflicts at stake</strong>.</p><p></p><p>Seems like Eye of Alarm could very much be used as a consequence mitigator. If this were Blades in the Dark:</p><p>Spend <em>25 gp</em> -> Position is now “controlled”.</p><p></p><p>Any ideas for how to use rituals like Detect Secret Doors? If we are playing 4e as a scene framing game without a naturalistic approach to running a dungeon environment, where do you see this ritual being useful? Going back to your description, it seems to me that either the PC's should already have an idea that there might be a secret door somewhere in their vicinity and this is an uncertain, yet quite reliable currency someone can spend to bring it all home. In other words, that the presence of a secret door is already part of the fictional circumstances of the ongoing conflict. Do you see Detect Secret Doors as also something that lets the PC <code>pronounce</code> the existence of a secret door where there wasn't one before? [USER=42582]@pemerton[/USER] thoughts on this?</p><p></p><p>Thank you! I totally see what you are saying with regards to skills acting as different tools characters have to meaningfully resolve the conflicts they find themselves in (this is like Blades PCs picking their action). I guess I thought you originally meant that the skills <em>uses</em> resolution mechanics (the specifics of "<em>Swim</em>", the specifics of "<em>Forage</em>") were no more limiting than DW moves, when it seems to me that those require a more grounded attention to the minute details of the fiction and thus not easily generalizable.</p><p></p><p>As Vincent Baker started transitioning away from GNS, he played with this idea which I think relates nicely to your observation <a href="http://www.lumpley.com/archive/180.html" target="_blank">anyway: post a comment</a>. Player-Empowered play is what defines a lot of the design direction for 4e, both thematic and competitive play equally viable.</p></blockquote><p></p>
[QUOTE="andreszarta, post: 8992831, member: 7036985"] Right! It’s onto the GM to hook into the PC as a protagonist and continue to provide them with hard decisions even at the face of incredible powers such as SoA. Ah! I forgot to originally tag you [USER=82106]@AbdulAlhazred[/USER]. This makes sense. What I am getting from your examples and description is that, while skill usage description screams task resolution, its onto us as players to [B]follow through logically and take their results as binding and consequential in resolving the actual conflicts at stake[/B]. Seems like Eye of Alarm could very much be used as a consequence mitigator. If this were Blades in the Dark: Spend [I]25 gp[/I] -> Position is now “controlled”. Any ideas for how to use rituals like Detect Secret Doors? If we are playing 4e as a scene framing game without a naturalistic approach to running a dungeon environment, where do you see this ritual being useful? Going back to your description, it seems to me that either the PC's should already have an idea that there might be a secret door somewhere in their vicinity and this is an uncertain, yet quite reliable currency someone can spend to bring it all home. In other words, that the presence of a secret door is already part of the fictional circumstances of the ongoing conflict. Do you see Detect Secret Doors as also something that lets the PC [ICODE]pronounce[/ICODE] the existence of a secret door where there wasn't one before? [USER=42582]@pemerton[/USER] thoughts on this? Thank you! I totally see what you are saying with regards to skills acting as different tools characters have to meaningfully resolve the conflicts they find themselves in (this is like Blades PCs picking their action). I guess I thought you originally meant that the skills [I]uses[/I] resolution mechanics (the specifics of "[I]Swim[/I]", the specifics of "[I]Forage[/I]") were no more limiting than DW moves, when it seems to me that those require a more grounded attention to the minute details of the fiction and thus not easily generalizable. As Vincent Baker started transitioning away from GNS, he played with this idea which I think relates nicely to your observation [URL='http://www.lumpley.com/archive/180.html']anyway: post a comment[/URL]. Player-Empowered play is what defines a lot of the design direction for 4e, both thematic and competitive play equally viable. [/QUOTE]
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