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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="Ratskinner" data-source="post: 7465711" data-attributes="member: 6688937"><p>I would say this is correct because Stress boxes are intentionally and openly a meta-game pacing mechanic (within a scene), just like HP. If a character has persistent/lasting issues (some folks nowadays call them "sticky"), then those translate into Consequences (or Conditions).</p><p></p><p>I would also point out that the number of Stress boxes, and even number, value, types and spectra of Stress, Conditions, and Consequences is one way that different incarnations of Fate really play with how this kind of thing works in different genres. A Fate game could easily be tweaked from default to gritty and deadly and then to "Disney Damage" just by fiddling with these knobs a bit.</p><p></p><p>Heck, you could recreate a D&D-style system in Fate. You have a great pile of Stress boxes, and one (possibly three) Condition box(es) called "Dying". </p><p></p><p></p><p>Just to bring up an Old-school Game that gets less credit for this than it deserves (probably because the rest of the game was fairly limited) <em>Boot Hill</em> had an interesting combination system. You rolled percentile dice (and the table varied with gun and other factors) and got both a wound location, and a wound severity. The location and severity could both have impact on play separately. Additionally, each level of severity came with a number of HP, which acted as a separate "doom clock" that had its own impact on play. </p><p></p><p>On a distinct track from the meta/not argument about HP. I must say that the supposedly wondrous saving of bookkeeping that HP are reputed to have simply is mythical. IME, the bigger and more tedious numbers often slow things down more than the additional flexibility of many of the systems mentioned in this thread. The Boot Hill system, for example, sounds like a nightmare. However, in play, it didn't seem to be much worse than straight HP. (The biggest bookkeeping problem, AFAICT, is keeping track of whose HP/health are whose, so systems that can group minions and the like seem to have massive at-table gains vs. straight HP.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7465711, member: 6688937"] I would say this is correct because Stress boxes are intentionally and openly a meta-game pacing mechanic (within a scene), just like HP. If a character has persistent/lasting issues (some folks nowadays call them "sticky"), then those translate into Consequences (or Conditions). I would also point out that the number of Stress boxes, and even number, value, types and spectra of Stress, Conditions, and Consequences is one way that different incarnations of Fate really play with how this kind of thing works in different genres. A Fate game could easily be tweaked from default to gritty and deadly and then to "Disney Damage" just by fiddling with these knobs a bit. Heck, you could recreate a D&D-style system in Fate. You have a great pile of Stress boxes, and one (possibly three) Condition box(es) called "Dying". Just to bring up an Old-school Game that gets less credit for this than it deserves (probably because the rest of the game was fairly limited) [I]Boot Hill[/I] had an interesting combination system. You rolled percentile dice (and the table varied with gun and other factors) and got both a wound location, and a wound severity. The location and severity could both have impact on play separately. Additionally, each level of severity came with a number of HP, which acted as a separate "doom clock" that had its own impact on play. On a distinct track from the meta/not argument about HP. I must say that the supposedly wondrous saving of bookkeeping that HP are reputed to have simply is mythical. IME, the bigger and more tedious numbers often slow things down more than the additional flexibility of many of the systems mentioned in this thread. The Boot Hill system, for example, sounds like a nightmare. However, in play, it didn't seem to be much worse than straight HP. (The biggest bookkeeping problem, AFAICT, is keeping track of whose HP/health are whose, so systems that can group minions and the like seem to have massive at-table gains vs. straight HP. [/QUOTE]
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