Dec 5, 2017, 5:02 PM

@mietze said in How much Code is too much Code?:

I just think that my primary yum is narrative. I love writing stuff up and reflecting, and preferably having the mediator dictate what rolls are made. Or to write a narrative for off screen actions in addition to using coded stuff. But that is super labor intensive staff side, and again I’d rather see happy staff than me being able to play to my strengths as a player.

This actually sounds a little like Arx's @action system, which is literally a system designed to reduce the amount of work necessary for staff to do precisely what you describe. You write up actions for off-screen (or sometimes on screen) resolution, bring in assistants, provide what you think are the appropriate rolls, and then submit it. The system can do all the rolls and tally successes for staff, who can then write up a GM response which automatically goes to everyone involved. If they need to, staff can tweak rolls, they set a difficulty for the effort, etc.

This is the kind of code I think helps the game. Things that increase narrative freedom for the players while reducing staff workload. Sure, ASCII art objects can be fun—I have done my fair share of crafting—but when I think what code benefits game narrative most directly I think about things like @action.