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<blockquote data-quote="Neonchameleon" data-source="post: 9790952" data-attributes="member: 87792"><p>I can't think of anything. I can think of things that have <em>parts</em> of what you want - but nothing that has them all. And you have the hardest time finding the combat pillar. And they seem to be conflicting play experiences.</p><ul> <li data-xf-list-type="ul">The combat pillar looks <em>slow. </em>But more to the point it looks like a mash-up of two entirely different approaches to combat<ul> <li data-xf-list-type="ul">Combat is a highlight so we want combats to go on for a while and want to focus on the detail of the combat with things like body part targeting and parrying. And we want our recoveries to be fast because the combat is a highlight which we get to do again. And if we are targeting body parts we're probably running a game with 1vs1 duels.</li> <li data-xf-list-type="ul">Combat is something to be avoided and we have fatal blows, slow healing, permanent wounds, and mental trauma. The ideal is for it to be over in about as long as the combat takes, and the game is about the aftermath</li> </ul></li> <li data-xf-list-type="ul">I don't think that there's anything on that social pillar that isn't in Blades in the Dark (which is definitely not simulationist and is about a decade old). </li> <li data-xf-list-type="ul">The Exploration pillar again looks fine - but in a game that's about exploration. I can't think of examples that have them all but nothing looks out of sync.</li> </ul><p>But as a rule a game about the social pillar (like Blades in the Dark) is likely not to be about wilderness exploration (the way e.g. Eco Mofos is) and vise-versa. And <em>every part of this is setting specific</em>. The only reason Blades in the Dark can have the social pillar it does is because it is set specifically in Duskvol; different settings are different and you need a tight environment to get social status mechanics working.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9790952, member: 87792"] I can't think of anything. I can think of things that have [I]parts[/I] of what you want - but nothing that has them all. And you have the hardest time finding the combat pillar. And they seem to be conflicting play experiences. [LIST] [*]The combat pillar looks [I]slow. [/I]But more to the point it looks like a mash-up of two entirely different approaches to combat [LIST] [*]Combat is a highlight so we want combats to go on for a while and want to focus on the detail of the combat with things like body part targeting and parrying. And we want our recoveries to be fast because the combat is a highlight which we get to do again. And if we are targeting body parts we're probably running a game with 1vs1 duels. [*]Combat is something to be avoided and we have fatal blows, slow healing, permanent wounds, and mental trauma. The ideal is for it to be over in about as long as the combat takes, and the game is about the aftermath [/LIST] [*]I don't think that there's anything on that social pillar that isn't in Blades in the Dark (which is definitely not simulationist and is about a decade old). [*]The Exploration pillar again looks fine - but in a game that's about exploration. I can't think of examples that have them all but nothing looks out of sync. [/LIST] But as a rule a game about the social pillar (like Blades in the Dark) is likely not to be about wilderness exploration (the way e.g. Eco Mofos is) and vise-versa. And [I]every part of this is setting specific[/I]. The only reason Blades in the Dark can have the social pillar it does is because it is set specifically in Duskvol; different settings are different and you need a tight environment to get social status mechanics working. [/QUOTE]
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