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A Question Of Agency?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8144047"><p>I don't know about this. If a player says I throw a ball over the wall, and it is a high wall, it is very hard for me to gauge whether a character that strong can do so off the top of my head. On the other hand, if a player character accuses an NPC of having an affair with his wife, I can pretty quickly figure out in my head how that is likely to go down with that particular NPC. Maybe I am just less math and physics oriented. On the other hand, I have a lot of experience with combat sports, and I would find it incredibly difficult to handle combat the way I handle social interaction. Certainly if I could it would be great because who wouldn't want to have a game where the player can say exactly what they do and you respond in real time telling them what happens and how the NPC reacts. I think there, contention is more likely to arise (I know how my NPC will react when the player asks him to them his gold, and the players understand that I know that, but do I know if he can block the PC's right cross this specific time? I find that more complicated and think it is useful to have combat mechanics). That said I don't need particularly robust combat mechanics. The lighter the better in my opinion (I don't like combat to take more than 5-10 minutes if possible----2 minutes would be better frankly)</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8144047"] I don't know about this. If a player says I throw a ball over the wall, and it is a high wall, it is very hard for me to gauge whether a character that strong can do so off the top of my head. On the other hand, if a player character accuses an NPC of having an affair with his wife, I can pretty quickly figure out in my head how that is likely to go down with that particular NPC. Maybe I am just less math and physics oriented. On the other hand, I have a lot of experience with combat sports, and I would find it incredibly difficult to handle combat the way I handle social interaction. Certainly if I could it would be great because who wouldn't want to have a game where the player can say exactly what they do and you respond in real time telling them what happens and how the NPC reacts. I think there, contention is more likely to arise (I know how my NPC will react when the player asks him to them his gold, and the players understand that I know that, but do I know if he can block the PC's right cross this specific time? I find that more complicated and think it is useful to have combat mechanics). That said I don't need particularly robust combat mechanics. The lighter the better in my opinion (I don't like combat to take more than 5-10 minutes if possible----2 minutes would be better frankly) [/QUOTE]
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