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<blockquote data-quote="Manbearcat" data-source="post: 6035426" data-attributes="member: 6696971"><p>@<a href="http://www.enworld.org/forum/members/pemerton.html" target="_blank">pemerton</a></p><p></p><p>Yup, that is pretty much where I'm at. </p><p></p><p>D&D specifically can have thematic parlays, barrister/magistrate/courtroom disputes, narrow escapes from elaborate temple traps, horseback/mining cart chases and all other manner of social and exploration conflict that needs resolution. However, given that D&D is "the warrior's story" (and accordingly, combat and its resolution is central), these resolutions provide color and texture and serve to round out our fiction. If these renderings are made overly granular (by way of methodical resolution tools), we risk losing not only the pace to our story generally and we risk losing the specific pace and color contributions that these genre conventions add to the sum-total of our fiction. In my experience, given combats centrality (assuming that the mechanics are not needlessly opaque, tedious or "grindy"), it doesn't suffer from this same dynamic (well, it can if the user is particularly lacking in proficiency and efficiency).</p><p></p><p>If Indiana Jones's escape from the temple (in the first scene of "Raiders of the Lost Ark") is broken down too deeply (a la, rather than 1 abstract roll and step you have 4 mechanical steps/rounds to determine initiative, the pace of the boulder relative to Indiana's pace, squeeze rules, friction rules for the boulder interfacing with the tunnel's walls/ceiling, etc), the tension and pace of the scene is at-risk. An interface that reproduces this as elegantly as possible while empowering the PCs to affect the scene through their build resources (Skills, Powers) and map the fiction to those outcomes poses much less of a risk while fulfilling the requirements. This is especially so given that "Temple Raider Escaping the Giant Mouse Trap" is a peripheral (albeit extremely important) element of "The Warrior's Story".</p><p></p><p>Its not the only way to go. But the "way to go" is contingent upon the default expectations of the system and the genre (what is central and what is peripheral/color).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6035426, member: 6696971"] @[URL="http://www.enworld.org/forum/members/pemerton.html"]pemerton[/URL] Yup, that is pretty much where I'm at. D&D specifically can have thematic parlays, barrister/magistrate/courtroom disputes, narrow escapes from elaborate temple traps, horseback/mining cart chases and all other manner of social and exploration conflict that needs resolution. However, given that D&D is "the warrior's story" (and accordingly, combat and its resolution is central), these resolutions provide color and texture and serve to round out our fiction. If these renderings are made overly granular (by way of methodical resolution tools), we risk losing not only the pace to our story generally and we risk losing the specific pace and color contributions that these genre conventions add to the sum-total of our fiction. In my experience, given combats centrality (assuming that the mechanics are not needlessly opaque, tedious or "grindy"), it doesn't suffer from this same dynamic (well, it can if the user is particularly lacking in proficiency and efficiency). If Indiana Jones's escape from the temple (in the first scene of "Raiders of the Lost Ark") is broken down too deeply (a la, rather than 1 abstract roll and step you have 4 mechanical steps/rounds to determine initiative, the pace of the boulder relative to Indiana's pace, squeeze rules, friction rules for the boulder interfacing with the tunnel's walls/ceiling, etc), the tension and pace of the scene is at-risk. An interface that reproduces this as elegantly as possible while empowering the PCs to affect the scene through their build resources (Skills, Powers) and map the fiction to those outcomes poses much less of a risk while fulfilling the requirements. This is especially so given that "Temple Raider Escaping the Giant Mouse Trap" is a peripheral (albeit extremely important) element of "The Warrior's Story". Its not the only way to go. But the "way to go" is contingent upon the default expectations of the system and the genre (what is central and what is peripheral/color). [/QUOTE]
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