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<blockquote data-quote="Celebrim" data-source="post: 9472050" data-attributes="member: 4937"><p>I haven't played Hillfolk. Honestly, I don't really have any desire to either.</p><p></p><p>However, the reasons for my qualifiers was primarily to exclude games where the primary focus of play was just "make believe" and they largely had no system to speak of, or where the game was basically designed for just a single player.</p><p></p><p></p><p></p><p>Provide some Call of Cthulhu examples that aren't one shots where combat is absolutely not the focus of the game? I've ran a bunch of CoC.</p><p></p><p>I have no idea where you developed your thesis about what I was saying from and why you added so much to what I was saying, but I was talking about social cooperative games that aim for simulation end up focusing around combat because combat is one of the few things a group can do together where everyone can contribute meaningfully, and everyone can make meaningful nonrepetitive choices to overcome a problem. For example, if you have a stealth challenge then it's not necessarily the case that the large group working together becomes stealthier. Or if you have a social challenge then it's not necessarily the case that the large group working together becomes more functional in a social setting or more convincing. Often it's best to let the most social character available complete the social challenge without interference from the more socially clumsy. Or if the challenge is to say build a building or complete some no combat task, then yes perhaps the more hands you have to chip in the better, but for many participants the challenge is simply tedium - throwing the same dice every turn with no meaningful decisions to make. Those sorts of competency tests even if they require multiple characters working together often lack choices because tactics are about the intersection of terrain and weapons, and well competency tests typically lack tactics. Combat on the other hand is one of the few things you can simulate where more actors is better and where what each actor chooses to do can change from round to round in a meaningful manner.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9472050, member: 4937"] I haven't played Hillfolk. Honestly, I don't really have any desire to either. However, the reasons for my qualifiers was primarily to exclude games where the primary focus of play was just "make believe" and they largely had no system to speak of, or where the game was basically designed for just a single player. Provide some Call of Cthulhu examples that aren't one shots where combat is absolutely not the focus of the game? I've ran a bunch of CoC. I have no idea where you developed your thesis about what I was saying from and why you added so much to what I was saying, but I was talking about social cooperative games that aim for simulation end up focusing around combat because combat is one of the few things a group can do together where everyone can contribute meaningfully, and everyone can make meaningful nonrepetitive choices to overcome a problem. For example, if you have a stealth challenge then it's not necessarily the case that the large group working together becomes stealthier. Or if you have a social challenge then it's not necessarily the case that the large group working together becomes more functional in a social setting or more convincing. Often it's best to let the most social character available complete the social challenge without interference from the more socially clumsy. Or if the challenge is to say build a building or complete some no combat task, then yes perhaps the more hands you have to chip in the better, but for many participants the challenge is simply tedium - throwing the same dice every turn with no meaningful decisions to make. Those sorts of competency tests even if they require multiple characters working together often lack choices because tactics are about the intersection of terrain and weapons, and well competency tests typically lack tactics. Combat on the other hand is one of the few things you can simulate where more actors is better and where what each actor chooses to do can change from round to round in a meaningful manner. [/QUOTE]
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