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<blockquote data-quote="MoogleEmpMog" data-source="post: 3066977" data-attributes="member: 22882"><p>To be fair, I've seen several Vampire games that involved killing things and taking their stuff, and read about a great many more. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> I've never actually seen a NWoD game, though; perhaps they've been more successful in driving play away from that?</p><p></p><p>An interesting case to me is HERO. The default genre (Champions/superheroes) implies a strong combat focus, as do the complex combat rules, but there's not much killing things (outside the iron age, anyway), no taking of their stuff, and the XP system, such as it is, pretty much ignores combat or non-combat.</p><p></p><p>Nonetheless, most Champions games I've played and pretty much all I've watched stayed close to genre, with lots of big, boisterous four-color battles. As much from the players as the GM.</p><p></p><p>I suspect the reason is thus:</p><p></p><p>What the available rewards are is every bit as important as how you acquire them, if not moreso. If you have a D&D character who gains a fighter level (acquiring +1 BAB and a fighter bonus feat, say), you want to go out there and try out your new feat on the nearest monster - even if you might get as much or more XP for talking or sneaking past that monster.</p><p></p><p>Similarly, in HERO (where you would almost certainly get as much or more XP for talking or sneaking past), you fight the monster because you have a newly enhanced energy blast power to put to the test.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3066977, member: 22882"] To be fair, I've seen several Vampire games that involved killing things and taking their stuff, and read about a great many more. ;) I've never actually seen a NWoD game, though; perhaps they've been more successful in driving play away from that? An interesting case to me is HERO. The default genre (Champions/superheroes) implies a strong combat focus, as do the complex combat rules, but there's not much killing things (outside the iron age, anyway), no taking of their stuff, and the XP system, such as it is, pretty much ignores combat or non-combat. Nonetheless, most Champions games I've played and pretty much all I've watched stayed close to genre, with lots of big, boisterous four-color battles. As much from the players as the GM. I suspect the reason is thus: What the available rewards are is every bit as important as how you acquire them, if not moreso. If you have a D&D character who gains a fighter level (acquiring +1 BAB and a fighter bonus feat, say), you want to go out there and try out your new feat on the nearest monster - even if you might get as much or more XP for talking or sneaking past that monster. Similarly, in HERO (where you would almost certainly get as much or more XP for talking or sneaking past), you fight the monster because you have a newly enhanced energy blast power to put to the test. [/QUOTE]
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