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[+]Training and Reward, not Assumed Advancement
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<blockquote data-quote="doctorbadwolf" data-source="post: 9251335" data-attributes="member: 6704184"><p>This is exhausting. </p><p></p><p>I and others tell you that we don’t see that issue with games that are designed to have downtime as part of the structure of play, part of the fundemental play loop, and you then reply “explain why these games can be e expected to magically not have this problem”. </p><p></p><p>Like… do you at least get why that is frustrating?</p><p></p><p>And I have seen no evidence that it is remotely common outside of games like D&D that have no structured play loop beyond specific action resolution, nor that it’s common enough to worry much about even in D&D. </p><p></p><p>Yeah basically. Like, you have to do investigation and social challenges in order to succeed at dealing with the bigger problem, and you cannot gain new abilities, replenish stock meaningfully, or otherwise make ready for the fight, without some mid-adventure downtime. </p><p></p><p>11 years of running and rewriting the game, and I’ve never had the smallest whiff of a “we don’t have time to rest” issue. </p><p></p><p>I’ve had people refuse to do anything personally fulfilling during downtime and instead spend all of it preparing for the first/hunt/chase/whatever ahead, because it fits the character in that scene, but never had any player pressure others to not rest. </p><p></p><p>“Hey don’t level up, recover from almost dying twice and nearly having your mind eaten by an abomination from before time, or regain your ability to do big magic and complex techniques! I’m in a hurry!” </p><p></p><p></p><p></p><p>I was very active on the forums for TOR for years, and never once heard a ply report featuring the problem you’re talking about. Not once. I’ve never heard of someone seeing that problem while playing it in any RL or online space I am active in. </p><p></p><p>As far as I can see, TOR simply does not have that problem. </p><p></p><p>So, repeatedly insisting that it will somehow inevitably have that problem just comes across as weirdly stuck on a phantom problem. </p><p></p><p>It’s also important to keep in mind that systems can incentivize or disincentivize different types of plots. Some are literally structure from top to bottom to be episodic.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9251335, member: 6704184"] This is exhausting. I and others tell you that we don’t see that issue with games that are designed to have downtime as part of the structure of play, part of the fundemental play loop, and you then reply “explain why these games can be e expected to magically not have this problem”. Like… do you at least get why that is frustrating? And I have seen no evidence that it is remotely common outside of games like D&D that have no structured play loop beyond specific action resolution, nor that it’s common enough to worry much about even in D&D. Yeah basically. Like, you have to do investigation and social challenges in order to succeed at dealing with the bigger problem, and you cannot gain new abilities, replenish stock meaningfully, or otherwise make ready for the fight, without some mid-adventure downtime. 11 years of running and rewriting the game, and I’ve never had the smallest whiff of a “we don’t have time to rest” issue. I’ve had people refuse to do anything personally fulfilling during downtime and instead spend all of it preparing for the first/hunt/chase/whatever ahead, because it fits the character in that scene, but never had any player pressure others to not rest. “Hey don’t level up, recover from almost dying twice and nearly having your mind eaten by an abomination from before time, or regain your ability to do big magic and complex techniques! I’m in a hurry!” I was very active on the forums for TOR for years, and never once heard a ply report featuring the problem you’re talking about. Not once. I’ve never heard of someone seeing that problem while playing it in any RL or online space I am active in. As far as I can see, TOR simply does not have that problem. So, repeatedly insisting that it will somehow inevitably have that problem just comes across as weirdly stuck on a phantom problem. It’s also important to keep in mind that systems can incentivize or disincentivize different types of plots. Some are literally structure from top to bottom to be episodic. [/QUOTE]
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