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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: 9777842" data-attributes="member: 90374"><p>You are on to something here. I run a lot of Traveller and I tend to have narrative driven combats a lot more than I do with D&D/PF. Part of that is the Traveller system is different. At first, I thought I was more comfortable experimenting as a GM with how to run the game. Then, I realized a lot of it had to do with my players willingness to experiment with the game too. </p><p></p><p>D&D sets expectations and they are hard to buck on both sides of the screen. In my Traveller game, I often let players pick through their skills to narratively impact a combat. For example, a Traveller might not have any appreciable combat skills, but maybe they are an expert in computers. A player may ask if they could hack a terminal and set off a fire suppression system on the foes temporarily blinding them. "Sure, give us a roll and see!". In D&D shortcutting the robust combat system like that begs the question of having a nuanced mechanical system if this type of play is in order? How do I get the players on board narritively without undercutting the combat mechanics of the system?</p></blockquote><p></p>
[QUOTE="payn, post: 9777842, member: 90374"] You are on to something here. I run a lot of Traveller and I tend to have narrative driven combats a lot more than I do with D&D/PF. Part of that is the Traveller system is different. At first, I thought I was more comfortable experimenting as a GM with how to run the game. Then, I realized a lot of it had to do with my players willingness to experiment with the game too. D&D sets expectations and they are hard to buck on both sides of the screen. In my Traveller game, I often let players pick through their skills to narratively impact a combat. For example, a Traveller might not have any appreciable combat skills, but maybe they are an expert in computers. A player may ask if they could hack a terminal and set off a fire suppression system on the foes temporarily blinding them. "Sure, give us a roll and see!". In D&D shortcutting the robust combat system like that begs the question of having a nuanced mechanical system if this type of play is in order? How do I get the players on board narritively without undercutting the combat mechanics of the system? [/QUOTE]
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Combat Against Player Engagement: A Systemic Challenge
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