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General Tabletop Discussion
*TTRPGs General
Distinct Game Modes: Combat vs Social vs Exploration etc...
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<blockquote data-quote="GMMichael" data-source="post: 9851696" data-attributes="member: 6685730"><p>One could say that a shift in game mode (application of a different set of rules) is necessary for fitting the feeling of a scene. Conversation amongst friends feels pretty comfortable, so a comfortable set of rules for it is appropriate. Armed combat is decidedly uncomfortable, exacting maybe, so one might expect more rules to fit that change from comfortable.</p><p></p><p>Minimizing the mode shift sounds like an effort to maintain a feeling throughout a game, then. Changing that feeling as scenes change is going to require different efforts from the GM besides changing rules.</p><p></p><p>One change I don't like is going from a comfortable, free-flowing scene to a free-flowing, chaotic scene (read: exploration to combat) by introducing rules that require procedural, linear behavior (read: exclusive, turn-based activity).</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9851696, member: 6685730"] One could say that a shift in game mode (application of a different set of rules) is necessary for fitting the feeling of a scene. Conversation amongst friends feels pretty comfortable, so a comfortable set of rules for it is appropriate. Armed combat is decidedly uncomfortable, exacting maybe, so one might expect more rules to fit that change from comfortable. Minimizing the mode shift sounds like an effort to maintain a feeling throughout a game, then. Changing that feeling as scenes change is going to require different efforts from the GM besides changing rules. One change I don't like is going from a comfortable, free-flowing scene to a free-flowing, chaotic scene (read: exploration to combat) by introducing rules that require procedural, linear behavior (read: exclusive, turn-based activity). [/QUOTE]
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