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livehack:model_of_play [2013/08/19 16:16] – [Method] Mike Holmes | livehack:model_of_play [2013/08/19 16:21] (current) – Mike Holmes | ||
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=====Rigor===== | =====Rigor===== | ||
- | The game does all of this in relatively rigorous fashion, just as a roguelike game does (and in contrast to how some live RPGs work). Optimally, the GM will never have to resort to fiat to answer a question of success or failure, or even quantification of results. | + | The game does all of this in relatively rigorous fashion, just as a roguelike game does (and in contrast to how some live RPGs work). Optimally, the GM will never have to resort to fiat to answer a question of success or failure, or even quantification of results. |
Note that this makes this game completely unsuitable for those who prefer the sort of free-form problem solving that some people ascribe to play of early versions of D&D, where resolution of most actions is a matter of convincing the GM that the player' | Note that this makes this game completely unsuitable for those who prefer the sort of free-form problem solving that some people ascribe to play of early versions of D&D, where resolution of most actions is a matter of convincing the GM that the player' | ||
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Given that we want to encourage creativity, do not punish the players for it ever. If the players come up with some method of proceeding that makes things seem "too easy" then they' | Given that we want to encourage creativity, do not punish the players for it ever. If the players come up with some method of proceeding that makes things seem "too easy" then they' | ||
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+ | If this sounds interesting proceed on to [[LiveHack: |