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Discuss: Combat as War in D&D
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<blockquote data-quote="Fanaelialae" data-source="post: 8264516" data-attributes="member: 53980"><p>Yeah, I agree. IMO, the fundamental difference between CaS / CaW is one of symmetry. Whereas with directed / exploratory it's more about freedom.</p><p></p><p>CaS presumes some degree of symmetry. This certainly doesn't have to be perfect symmetry. You can have hard encounters and easy encounters. However, an impossible encounter would typically be viewed as unfair, whereas an effortless encounter would most likely be seen as a waste of time. Similarly, PCs burning down a forest to take out some orcs is probably not in keeping with the spirit of this style of game.</p><p></p><p>CaW assumes asymmetry. The DM can field challenges that would be considered unfair from a CaS perspective. The players are expected to overcome these challenges by whatever means they can (which might include simply avoiding the challenge entirely). If they want to burn down the forest in order to try to wipe out the orc horde, then the only thing for the DM is to figure out how to resolve that.</p><p></p><p>I think that exploration style games often are in the CaW style because they're both viewed as offering freedom of choice, and therefore are complementary.</p><p></p><p>Whereas directed games are often CaS because they're both seen as leaning into crafting the most streamlined and enjoyable experience possible (albeit, from a certain perspective).</p><p></p><p>That said, there's nothing stopping someone from running a game where you have the freedom to explore but anywhere you go you find appropriate encounters. The exploration aspect in this case is more about discovery and being able to do what you want, rather than the risk/reward management that it is in a CaW game (I'm assuming threat bands). In at least one sense, a CaS style exploration game actually offers more freedom than CaW, since players can go and explore whatever strikes their fancy without worrying about wandering into a zone that's above their pay grade.</p><p></p><p>A CaW directed game would be where you're following an adventure path but the challenges along that path are designed asymmetrically. I could see that being potentially fun, although I don't expect it would appeal to everyone.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8264516, member: 53980"] Yeah, I agree. IMO, the fundamental difference between CaS / CaW is one of symmetry. Whereas with directed / exploratory it's more about freedom. CaS presumes some degree of symmetry. This certainly doesn't have to be perfect symmetry. You can have hard encounters and easy encounters. However, an impossible encounter would typically be viewed as unfair, whereas an effortless encounter would most likely be seen as a waste of time. Similarly, PCs burning down a forest to take out some orcs is probably not in keeping with the spirit of this style of game. CaW assumes asymmetry. The DM can field challenges that would be considered unfair from a CaS perspective. The players are expected to overcome these challenges by whatever means they can (which might include simply avoiding the challenge entirely). If they want to burn down the forest in order to try to wipe out the orc horde, then the only thing for the DM is to figure out how to resolve that. I think that exploration style games often are in the CaW style because they're both viewed as offering freedom of choice, and therefore are complementary. Whereas directed games are often CaS because they're both seen as leaning into crafting the most streamlined and enjoyable experience possible (albeit, from a certain perspective). That said, there's nothing stopping someone from running a game where you have the freedom to explore but anywhere you go you find appropriate encounters. The exploration aspect in this case is more about discovery and being able to do what you want, rather than the risk/reward management that it is in a CaW game (I'm assuming threat bands). In at least one sense, a CaS style exploration game actually offers more freedom than CaW, since players can go and explore whatever strikes their fancy without worrying about wandering into a zone that's above their pay grade. A CaW directed game would be where you're following an adventure path but the challenges along that path are designed asymmetrically. I could see that being potentially fun, although I don't expect it would appeal to everyone. [/QUOTE]
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