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Started by rumble, October 01, 2002, 07:25:22 PM
Quote from: rumbleWhich came first: the chicken or the egg?
Quote from: rumbleWhich comes first: the action statement or the die roll?
Quote from: Le JoueurQuote from: rumbleWhich came first: the chicken or the egg?Well, if you define what a chicken is very narrowly and believe in evolution, the correct answer is 'the egg.' At some point a creature that misses being a chicken by a razor thin margin lays a mutant egg; it hatches into a chicken. Ergo, egg comes first.Fang Langford
Quote from: rumbleWouldn't it make more sense to make (or rather, can we make sense of making) the die roll first, and then base the action statement off the result? Or does this defeat the "excitement," the "gameness" of RPGs? Does this devolve into "structured narrative" rather than an actual game?
Quote from: nipfipgip...dipSimon,An example, what is he doing? Fighting, use the fight skill. The mods are whatever effects his fighting performance, but nothing for specific acts (sweeps etc). Roll your attack vs opponent attack, then explain the outcome.
Quote from: Ron EdwardsMost people who prefer the kind of in-game causality (announce, then figure modifiers, then roll to provide the "end") have come to terms with the possibility of Whiffing and don't mind it - their priority is the causal "sense" of the sequences and avoiding any kind of "time loop" in the process of play. Simon, let me know if this is describing your outlook fairly.
QuoteContrast: (i) "I slice at the orc's neck!" Roll, fail. "You sliced exactly as you describe but you missed." (ii) "I'm killing the orc with my sword!" Roll, fail. "You don't get close enough - he stands you off with his spear." See? In (i), you're a goof; in (ii), you didn't hurt the orc, but at least it's not because you swung and missed.
QuoteAgain, this is only an issue to a person with specific preferences, not an overriding issue of role-playing in general. It matters a lot to Paul; it matters very little to Simon.
Quoted) Some Fortune-in-the-middle systems permit modifying the dice outcome with a metagame mechanic, like "bumping" up a rolled success level in Hero Wars by spending a Hero Point. Others don't, like Sorcerer.