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General Tabletop Discussion
*Dungeons & Dragons
Combat Against Player Engagement: A Systemic Challenge
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<blockquote data-quote="loverdrive" data-source="post: 9777437" data-attributes="member: 7027139"><p>As someone who doesn't enjoy D&D combat <em><span style="font-size: 12px">(I'm more than fine with tactical minigames in general, I just find dnd combat loop to be sleep-inducing)</span></em>, I'm perfectly fine with just going for a smoke break during a combat scene.</p><p></p><p>I think rather than building experience around engaging everyone, it's more worthwhile to build it around allowing players to opt out of stuff they don't care for. Rigidly structuring sessions like "3 hours of exploration, 1 hour of tactical combat" <em><span style="font-size: 12px">(with any fighting outside of that hour being handled with simple rules working exactly like all other non-combat ones)</span></em> will allow players who just don't enjoy combat to leave early. Giving a non-combat player something to fiddle with—like a big loredump document or a cryptic puzzle—is another quite effective approach.</p><p></p><p>In general, even if there's nothing for the player to do in the game, there's always stuff to do outside of it—there are notes to structure, long-term plans to think about, riddles to solve, dice and other doodads to gather and snacks to refill. Utilizing players who can't/won't participate in a specific scene for such logistical chores is a good idea that makes games go smoother, and also builds the sense of being part of the process.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 9777437, member: 7027139"] As someone who doesn't enjoy D&D combat [I][SIZE=3](I'm more than fine with tactical minigames in general, I just find dnd combat loop to be sleep-inducing)[/SIZE][/I], I'm perfectly fine with just going for a smoke break during a combat scene. I think rather than building experience around engaging everyone, it's more worthwhile to build it around allowing players to opt out of stuff they don't care for. Rigidly structuring sessions like "3 hours of exploration, 1 hour of tactical combat" [I][SIZE=3](with any fighting outside of that hour being handled with simple rules working exactly like all other non-combat ones)[/SIZE][/I] will allow players who just don't enjoy combat to leave early. Giving a non-combat player something to fiddle with—like a big loredump document or a cryptic puzzle—is another quite effective approach. In general, even if there's nothing for the player to do in the game, there's always stuff to do outside of it—there are notes to structure, long-term plans to think about, riddles to solve, dice and other doodads to gather and snacks to refill. Utilizing players who can't/won't participate in a specific scene for such logistical chores is a good idea that makes games go smoother, and also builds the sense of being part of the process. [/QUOTE]
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Combat Against Player Engagement: A Systemic Challenge
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