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Joined 1 year ago
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Cake day: June 22nd, 2023

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  • Yes, very useful tool. Not something that can be just thrown in. Has to be part of the system almost from start so that the appropriate ations and and text can be linked (unless it’s reading through save state and or is how the save state is read but that also had to be thought of early)

    However, also not exactly what I ment. For instance years ago on doing a replay of Zelda oot left for about a week midday through the water temple. I could not figure out where I was in the puzzle for some time and ended up reseting as much as I could to just re walk through as much as I could. Somethings can’t be pre script written out due to unknown changes or capture what the user thought process is

    I am not a huge fan of the “shrine” approach where everything is bite size but that seems to be the idea to make it easer for on the go. If you only have 15ish min of play what’s more enjoyable? Catching up what you did and trying to figure out what’s everything like since you last did things or knowing that this thing here is or needs to be done in front of me and I can continue.


  • “streamlining” is definitely happening. A lot is to just keep that serotonin going with happy rewards.

    1 person I was talking to mentioned it might also be a change because of target. Zelda botw/totk was ment to be played in short burst while on train or a quick shrine or so before bed. Thus the bigger puzzles and things that requires a longer play (to avoid the wtf what is happening when I played yesterday question) are being phased down


  • The framework helps the GM be able to do so, its another tool.

    I mainly say that in such a way that if a character is thought to be a pusher the player would know that to push I have to be this close and cant push something thats x times bigger (or some other thing). A GM can (and should) adjust and change things if it would make it more fun for the table but the framework helps understand the world better. for some parts the GM is not directing but explaining what happened.

    I push the rock off the edge of the cliff, bar something else, it should fall. The GM at that point is giving the results of that action, what is the result? the GM could simply say that it fell and hurt someone it landed on nearly killing them. the issue comes when the same situation comes up and the GM does something different because they think it should do differently (a different GM more then likely ) this breaks flow if things are different. (assuming all things are the same in both situations for simplicity of course). The Frame work put that a rock fall would deal X amount for how far it fell and the players would have the knowledge (while it would be slightly meta, it would be a “world” known if the rock would deal less damage then the pointy sword XP )

    That’s what I meant by balance across areas, expectations are known on what some cause and effects are. Frameworks are great ways to help guide things through HOWEVER, a giving framework/gamesystem is not perfect nor a fit all for all game types and tables. A Group also shouldn’t need to “go into the weeds” constantly (or at all during a session), something made on the fly or close enough is good to keep things moving.

    I mean, pen&paper RPGs aren’t a players vs GM game, but instead the GM plays together with the players to create an interesting experience where everyone has fun.

    Full Agree, but the next part is that the Framework helps the GM do the balancing