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General Tabletop Discussion
*Dungeons & Dragons
Combat Against Player Engagement: A Systemic Challenge
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<blockquote data-quote="payn" data-source="post: 9776953" data-attributes="member: 90374"><p>A pretty good essay, this was the part where I think the discussion lies for us. This is <em>how</em> its done. There is still a pitfall that, unfortunately, can not be overcome easily. Some folks suffer analysis paralysis. So, if the orc scores a critical and the rogue gets to act, is it better to react in this instance or to default back to their turn? The answer is going to be contextual. The reaction may eat their turn action, or maybe its granted in addition to? Thats gonna be a balancing act in how the game engine works. It gets even more complex if the reactions are x,y,z instead of a simple X happens when an enemy crits an ally. While some players are going to like the options in front of them, others may be overwhelmed by the tactical choices. So, you gotta ask do your players want simple obvious choices in actions, or do they want complex tactical decisions? I find at least these two types exist at many tables.</p><p></p><p>One thing about game flow thats often overlooked is the GM role. Something about myself is I am a relentless pace keeper. I will shut down off topic discussions, I will politely push folks along when they are taking time coming to a decision, ill read the room when its time to move along and skip some detail or procedure thats dragging. Some folks love my ability to stay on task and lead the game in the interest of the players. Some get annoyed they come to talk about reality TV as much as they come to play the game with their friends. Some folks get lost swimming in the possibilities of not just this turn, but the turn after, and the turn after that. My interrupting the chat or the analysis paralysis isnt always appreciated. Sorry, not sorry I got a game to run and im not gonna let you delay my game flow!</p><p></p><p>So, while some game engine changes can help alleviate player engagement issues, they may create problems and you cant prevent them all in a single system. Beyond system mechanics, I think behaviors can be learned to increase player engagement issues and fidn the role of the GM is the best facilitator of them. Of course, just like the mechanical suggestions, GM behaviors are not going to be universally successful either as people game for different reasons.</p></blockquote><p></p>
[QUOTE="payn, post: 9776953, member: 90374"] A pretty good essay, this was the part where I think the discussion lies for us. This is [I]how[/I] its done. There is still a pitfall that, unfortunately, can not be overcome easily. Some folks suffer analysis paralysis. So, if the orc scores a critical and the rogue gets to act, is it better to react in this instance or to default back to their turn? The answer is going to be contextual. The reaction may eat their turn action, or maybe its granted in addition to? Thats gonna be a balancing act in how the game engine works. It gets even more complex if the reactions are x,y,z instead of a simple X happens when an enemy crits an ally. While some players are going to like the options in front of them, others may be overwhelmed by the tactical choices. So, you gotta ask do your players want simple obvious choices in actions, or do they want complex tactical decisions? I find at least these two types exist at many tables. One thing about game flow thats often overlooked is the GM role. Something about myself is I am a relentless pace keeper. I will shut down off topic discussions, I will politely push folks along when they are taking time coming to a decision, ill read the room when its time to move along and skip some detail or procedure thats dragging. Some folks love my ability to stay on task and lead the game in the interest of the players. Some get annoyed they come to talk about reality TV as much as they come to play the game with their friends. Some folks get lost swimming in the possibilities of not just this turn, but the turn after, and the turn after that. My interrupting the chat or the analysis paralysis isnt always appreciated. Sorry, not sorry I got a game to run and im not gonna let you delay my game flow! So, while some game engine changes can help alleviate player engagement issues, they may create problems and you cant prevent them all in a single system. Beyond system mechanics, I think behaviors can be learned to increase player engagement issues and fidn the role of the GM is the best facilitator of them. Of course, just like the mechanical suggestions, GM behaviors are not going to be universally successful either as people game for different reasons. [/QUOTE]
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