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General Tabletop Discussion
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How challenging should encounters be?
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<blockquote data-quote="Balesir" data-source="post: 6548871" data-attributes="member: 27160"><p>An in-game story that is created by you, the players (collectively or as a dictat by one - doesn't really make a difference). In making this story you have some criteria and guidelines, even if you don't consciously acknowledge what they are, for what is "acceptable" and what isn't. Thus, a "formula". The idea that "story" or "game reality" is somehow meted out by an independent force is frankly risible; the only agents present are the players (including the GM), so the source of <em>anything</em> in the game is - guess what - the players.</p><p></p><p></p><p>Oh, hey - do you have a source for what those "tactics which make sense" are? I would be agog to discover it if you do. So, I imagine, would all the world's military leaders, several generations of martial artists and every writer on military history who ever lived. Because I read a <strong>lot</strong> of stuff written about combat and tactics by such folk and I see no firm concensus upon this matter whatsoever.</p><p></p><p>Of course, you might alternatively be using what you <em>imagine</em> to be what makes sense - which is what many, many folk do in this situation. Which is just as "meta" as a set of game rules, when it comes down to it, but suffers from the enormous disadvantage that only you are privy to its rules. Which is even less suitable for roleplaying than a "metagamy" set of written rules is, since it implies that characters - even supposedly expert fighters - who have lived all their lives in the game world have no real evidence or information upon which to base their own mental model of how the world works...</p></blockquote><p></p>
[QUOTE="Balesir, post: 6548871, member: 27160"] An in-game story that is created by you, the players (collectively or as a dictat by one - doesn't really make a difference). In making this story you have some criteria and guidelines, even if you don't consciously acknowledge what they are, for what is "acceptable" and what isn't. Thus, a "formula". The idea that "story" or "game reality" is somehow meted out by an independent force is frankly risible; the only agents present are the players (including the GM), so the source of [i]anything[/i] in the game is - guess what - the players. Oh, hey - do you have a source for what those "tactics which make sense" are? I would be agog to discover it if you do. So, I imagine, would all the world's military leaders, several generations of martial artists and every writer on military history who ever lived. Because I read a [b]lot[/b] of stuff written about combat and tactics by such folk and I see no firm concensus upon this matter whatsoever. Of course, you might alternatively be using what you [i]imagine[/i] to be what makes sense - which is what many, many folk do in this situation. Which is just as "meta" as a set of game rules, when it comes down to it, but suffers from the enormous disadvantage that only you are privy to its rules. Which is even less suitable for roleplaying than a "metagamy" set of written rules is, since it implies that characters - even supposedly expert fighters - who have lived all their lives in the game world have no real evidence or information upon which to base their own mental model of how the world works... [/QUOTE]
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