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Conflict in RPGing
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<blockquote data-quote="hawkeyefan" data-source="post: 8446590" data-attributes="member: 6785785"><p>I’ve come to really appreciate when games have some manner of design around these kinds of scenes. Not that they must have mechanical impact in some way, although they may, but when there is a proper place during the cycle of play for these to take place.</p><p></p><p>So the Downtime/Freeplay phase for Blades in the Dark, or the way The Between handles Flashbacks, or Anchor Scenes in Tales From the Loop. I feel like just that bit of established procedure tends to help focus those scenes so that you get to the meat of it quickly, with the intent that this will inform play going forward.</p><p></p><p>Without that procedure, I feel like people try and find places for these kinds of scenes, which can disrupt other modes of play. They also tend to be a lit less focused.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8446590, member: 6785785"] I’ve come to really appreciate when games have some manner of design around these kinds of scenes. Not that they must have mechanical impact in some way, although they may, but when there is a proper place during the cycle of play for these to take place. So the Downtime/Freeplay phase for Blades in the Dark, or the way The Between handles Flashbacks, or Anchor Scenes in Tales From the Loop. I feel like just that bit of established procedure tends to help focus those scenes so that you get to the meat of it quickly, with the intent that this will inform play going forward. Without that procedure, I feel like people try and find places for these kinds of scenes, which can disrupt other modes of play. They also tend to be a lit less focused. [/QUOTE]
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