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Can my table focus on making things fun instead of optimizing?
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<blockquote data-quote="ExploderWizard" data-source="post: 6569693" data-attributes="member: 66434"><p>If we are talking about playing a game, then players cannot be faulted for playing to win. The issues that arise are what exactly it takes to win and how much fun is that for all involved. </p><p></p><p>Playing B/X as kids we played to win. We didn't fail on purpose just to make for better drama or whatever. We did the best we could in a given situation. The difference was that in order to win, we had to interact with the setting a lot more than we had to interact with the rules. There was little in the was of rules synergies to leverage for victory. The rules were rather simple and basic. To gain an edge required interacting with the environment and the adventure in creative ways. </p><p></p><p>Players would do the same today if there were less rules to interact with and the setting/environment became more vital to success. That which is important will not be ignored. The rules need to take their rightful place in the back seat to the setting and the adventure. This only happens if the players deem</p><p> them worthy of such a secondary position. For that to happen they cannot be relied on to bring victory absent setting and situation concerns. </p><p></p><p>TLDR System matters.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6569693, member: 66434"] If we are talking about playing a game, then players cannot be faulted for playing to win. The issues that arise are what exactly it takes to win and how much fun is that for all involved. Playing B/X as kids we played to win. We didn't fail on purpose just to make for better drama or whatever. We did the best we could in a given situation. The difference was that in order to win, we had to interact with the setting a lot more than we had to interact with the rules. There was little in the was of rules synergies to leverage for victory. The rules were rather simple and basic. To gain an edge required interacting with the environment and the adventure in creative ways. Players would do the same today if there were less rules to interact with and the setting/environment became more vital to success. That which is important will not be ignored. The rules need to take their rightful place in the back seat to the setting and the adventure. This only happens if the players deem them worthy of such a secondary position. For that to happen they cannot be relied on to bring victory absent setting and situation concerns. TLDR System matters. [/QUOTE]
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Can my table focus on making things fun instead of optimizing?
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