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<blockquote data-quote="The-Magic-Sword" data-source="post: 8844956" data-attributes="member: 6801252"><p>One observation I will make is that more than simply the binary of having mechanics, or even the binary of focused/unfocused, a lot of this issue comes down to the actual substance and texture of the mechanics and how they mesh with what you think that activity should actually feel like.</p><p></p><p>For example I have a lot of admiration for Blades in the Dark because it seems like a great heist game, but I'm also aware that for some people it would simply be a terrible heist game. The reason has to do with what each person sees as the core activity of a heist game, like what parts ought to be emphasized and what parts wouldn't-- it would be a lot less good if you want a heist game to be a thing where you actually sit down, go over extensive information you've gathered, and plan a meticulous heist with strict simulation mechanics that force everything to be a strategic puzzle. But if you're comfortable with flashbacks and the greater focus on stress and momentary complications, its great.</p><p></p><p>This is why mechanics that influence the emotional lives of your characters (thinking about Masks) have been very hit or miss with my players, some want much more control of their narrative than it affords them, and get annoyed at the complication and emotional drama oriented game play, they want the team to be very cohesive because characters who introduce drama or who have collisions due to emotion are more problem player symptoms for them than exciting parts of a narrative. So rather than who has influence over who, and who had a fight with someone else, they want to focus on the idea of a group of teen supers who fight baddies and solve problems, and maybe give some heroic monologues and stuff along the way.</p><p></p><p>Meanwhile they're stoked for Lancer and Battlegroup cause like, they get a mission objective, and everyone just goes to complete it. They might have scenes that contextualize the action and their character's feelings during downtime between missions, but their goals are shared in a very upfront sort of way that never collides with the stated goals of the characters as a collective.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8844956, member: 6801252"] One observation I will make is that more than simply the binary of having mechanics, or even the binary of focused/unfocused, a lot of this issue comes down to the actual substance and texture of the mechanics and how they mesh with what you think that activity should actually feel like. For example I have a lot of admiration for Blades in the Dark because it seems like a great heist game, but I'm also aware that for some people it would simply be a terrible heist game. The reason has to do with what each person sees as the core activity of a heist game, like what parts ought to be emphasized and what parts wouldn't-- it would be a lot less good if you want a heist game to be a thing where you actually sit down, go over extensive information you've gathered, and plan a meticulous heist with strict simulation mechanics that force everything to be a strategic puzzle. But if you're comfortable with flashbacks and the greater focus on stress and momentary complications, its great. This is why mechanics that influence the emotional lives of your characters (thinking about Masks) have been very hit or miss with my players, some want much more control of their narrative than it affords them, and get annoyed at the complication and emotional drama oriented game play, they want the team to be very cohesive because characters who introduce drama or who have collisions due to emotion are more problem player symptoms for them than exciting parts of a narrative. So rather than who has influence over who, and who had a fight with someone else, they want to focus on the idea of a group of teen supers who fight baddies and solve problems, and maybe give some heroic monologues and stuff along the way. Meanwhile they're stoked for Lancer and Battlegroup cause like, they get a mission objective, and everyone just goes to complete it. They might have scenes that contextualize the action and their character's feelings during downtime between missions, but their goals are shared in a very upfront sort of way that never collides with the stated goals of the characters as a collective. [/QUOTE]
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