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Combat as War vs. Sport and a Missing Third Mode
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<blockquote data-quote="Aldarc" data-source="post: 9883546" data-attributes="member: 5142"><p>Thank you everyone for the productive conversation and feedback they have posted! </p><p></p><p></p><p>Agreed. Some CaT may not involve the GM fudging dice because the GM doesn't roll in those games at all or maybe these games don't expect death except in special defined cases (see Fabula Ultima). In the context of D&D, however, I agree that it may involve fudging from GMs. </p><p></p><p></p><p>There may be some overlap between Combat as War and Combat as Theater. For example, I'm not sure if Combat as Theater is necessarily as concerned about combat symmetry or balanced encounters or fairness as CaS often is. The asymmetry may even heighten the sense of dramatic stakes for the PCs. There may be some rough guidelines for building encounters in such games, but it also may not be that important for what the game is actually about. To that end... </p><p></p><p></p><p>Daggerheart was one of the games that I had in mind for this topic. There are guidelines for building encounters, but the "fairness" isn't really the point. Same with some games like Fabula Ultima. It's designed for emulating JRPGs, so there are combats. There are rules and guidance for building combat encounters, but it's still mostly Combat as Theater IMHO even if under the guise of Sport.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9883546, member: 5142"] Thank you everyone for the productive conversation and feedback they have posted! Agreed. Some CaT may not involve the GM fudging dice because the GM doesn't roll in those games at all or maybe these games don't expect death except in special defined cases (see Fabula Ultima). In the context of D&D, however, I agree that it may involve fudging from GMs. There may be some overlap between Combat as War and Combat as Theater. For example, I'm not sure if Combat as Theater is necessarily as concerned about combat symmetry or balanced encounters or fairness as CaS often is. The asymmetry may even heighten the sense of dramatic stakes for the PCs. There may be some rough guidelines for building encounters in such games, but it also may not be that important for what the game is actually about. To that end... Daggerheart was one of the games that I had in mind for this topic. There are guidelines for building encounters, but the "fairness" isn't really the point. Same with some games like Fabula Ultima. It's designed for emulating JRPGs, so there are combats. There are rules and guidance for building combat encounters, but it's still mostly Combat as Theater IMHO even if under the guise of Sport. [/QUOTE]
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