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A gamist defense of limited in-combat healing
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<blockquote data-quote="Crazy Jerome" data-source="post: 5903496" data-attributes="member: 54877"><p>Well, a rollercoaster is "manufactored" excitement too. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> However, <strong>everything</strong> in an RPG is manufactored excitement. It's merely that the techniques for manufactoring it vary widely. Naturally, some of these techniques appeal to some people more than others. Which is why basing a critique on X being manufactored is a null argument. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p> </p><p>No one wants really excitement in a roleplaying game. Hey, fail this roll, and Blackleaf will die! What was it Churchill said after covering the Boer war, something like, "Nothing is so exhilirating as being shot at without results." If you want that kind of excitement while sitting around your table playing a game, you might want to call 1-800-GET-HELP. </p><p> </p><p>How about instead of "manufactored", we say that the excitement is largely empathetic or sympathetic (two slightly different things)? The excitement of healing surges and other in-combat healing is largely emphathetic, in that it puts you in the role of feeling like your character--you were down and in trouble, but then someone did something that brought you back. The excitement of not having such, and depending upon after-combat healing is largely sympathetic--your character Fred is down and in trouble, and if someone doesn't get this over with soon, Fred is a goner. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5903496, member: 54877"] Well, a rollercoaster is "manufactored" excitement too. :D However, [B]everything[/B] in an RPG is manufactored excitement. It's merely that the techniques for manufactoring it vary widely. Naturally, some of these techniques appeal to some people more than others. Which is why basing a critique on X being manufactored is a null argument. :D No one wants really excitement in a roleplaying game. Hey, fail this roll, and Blackleaf will die! What was it Churchill said after covering the Boer war, something like, "Nothing is so exhilirating as being shot at without results." If you want that kind of excitement while sitting around your table playing a game, you might want to call 1-800-GET-HELP. How about instead of "manufactored", we say that the excitement is largely empathetic or sympathetic (two slightly different things)? The excitement of healing surges and other in-combat healing is largely emphathetic, in that it puts you in the role of feeling like your character--you were down and in trouble, but then someone did something that brought you back. The excitement of not having such, and depending upon after-combat healing is largely sympathetic--your character Fred is down and in trouble, and if someone doesn't get this over with soon, Fred is a goner. :D [/QUOTE]
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