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6/25/2025, 8:56:59 AM
Figured I'd add in my personal interpretations, for the sake of clarity.
>Set track vs. Diagetic
the difference between a PC's power coming from rigid mechanical advancement and larger numbers versus a player's power stemming from more abstract sources like relationships with powerful NPCs or high-end magical equipment.
>Single vs Multiple world-builders
The DM operating the world AS a world vs. the DM incorporating everyone's novella-length backstory into the events of the game
>Gonzo vs. Grounded
100% Gonzo: Dresden Files. 100% grounded: the journal of some frontiersman consisting largely of complaints about the food/weather/company/lack of pussy/etc., routine bookeeping and mildly interesting anecdotes.
>Violence vs. Peace
I interpreted this as the intended tone of the game, with 100% violence consisting of a game where all of the enemies are video game-tier loot pinatas with no hope of any other sort of interaction and 100% peace being a completely nonviolent game. I generally prefer violence, but CREATIVE violence.
>Narrative vs. tactical
100% narrative: freeform-tier *teleports behind u* shenanigans with no dice being rolled. 100% tactical: GURPS with the kitchen sink and the factory the kitchen sink was made in. The preference I am trying to express is that I want clever tactical play to be rewarded but without getting bogged down in minutiae - if a human gets flattened by a boulder the size of a sedan, rolling for damage is either masturbatory or compulsive or both.
>Procedure vs. Scene.
>Bookeeping vs. Handwaving
Very similar to me. Mapping, time-keeping, logging everything and wandering monster rolls vs. "okay, so after two weeks of hiking you've arrived at the lost temple".
>Lethal vs kayfabe
"you failed your save against poison; go roll a new character" vs. Critical Role
>Linear vs. Sandbox
Being on rails vs. being able to do what you want when you want - for better or worse.
>Set track vs. Diagetic
the difference between a PC's power coming from rigid mechanical advancement and larger numbers versus a player's power stemming from more abstract sources like relationships with powerful NPCs or high-end magical equipment.
>Single vs Multiple world-builders
The DM operating the world AS a world vs. the DM incorporating everyone's novella-length backstory into the events of the game
>Gonzo vs. Grounded
100% Gonzo: Dresden Files. 100% grounded: the journal of some frontiersman consisting largely of complaints about the food/weather/company/lack of pussy/etc., routine bookeeping and mildly interesting anecdotes.
>Violence vs. Peace
I interpreted this as the intended tone of the game, with 100% violence consisting of a game where all of the enemies are video game-tier loot pinatas with no hope of any other sort of interaction and 100% peace being a completely nonviolent game. I generally prefer violence, but CREATIVE violence.
>Narrative vs. tactical
100% narrative: freeform-tier *teleports behind u* shenanigans with no dice being rolled. 100% tactical: GURPS with the kitchen sink and the factory the kitchen sink was made in. The preference I am trying to express is that I want clever tactical play to be rewarded but without getting bogged down in minutiae - if a human gets flattened by a boulder the size of a sedan, rolling for damage is either masturbatory or compulsive or both.
>Procedure vs. Scene.
>Bookeeping vs. Handwaving
Very similar to me. Mapping, time-keeping, logging everything and wandering monster rolls vs. "okay, so after two weeks of hiking you've arrived at the lost temple".
>Lethal vs kayfabe
"you failed your save against poison; go roll a new character" vs. Critical Role
>Linear vs. Sandbox
Being on rails vs. being able to do what you want when you want - for better or worse.
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