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Flavour First vs Game First - a comparison
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<blockquote data-quote="apoptosis" data-source="post: 4464926" data-attributes="member: 3226"><p>WHile you have a good point about healing surges, they are still difficult to map to in-world events. If you dont spend a healing surge then the damage is real, if you do not spend a surge, it is not, is the type of issue that people like RC are having issues with.</p><p></p><p>I think HP have changed more than just in a quantitative fashion compared with earlier editions. The quantitative changes (healing surges and heal all damage overnight) have IMO created a definite qualitative difference in how they relate to game-world events. You are never truly injured in a way that resembles any form of reality that we are used to. This doesnt mean earlier editions were great at this but there was a closer connection between hps and physical damage to the character.</p><p></p><p>Whether they are a problem or not depends if you like this or not. I dont particularly like them in the context of the game they designed but understand that they perfectly suit the design goals (a game where we can have a series of linked encounters where all characters are close to full effectiveness most of the time)</p><p></p><p>I think HP are now a far more gamist construct than they have been. They are also a more narrativist construct but i feel they fall short of good narrativist mechanics as well.</p><p></p><p>I would have rathered them go full bore narrativist and be more similar to somethign like TSOY. Since HP have only a small overlap to real in-game meaning to physical damage, many things should result in HP damage as it is now a gamist/story mechanic and not really an game-world mapping injury mechanic. HP are now gamist/narrativist mechanics which really only determine how long your character can partake in the adventure. All failures in conflicts should end up doing HP damage making skill checks far more tension filled. Of course this might totally throw them off their design goals and many would not like this direction.</p></blockquote><p></p>
[QUOTE="apoptosis, post: 4464926, member: 3226"] WHile you have a good point about healing surges, they are still difficult to map to in-world events. If you dont spend a healing surge then the damage is real, if you do not spend a surge, it is not, is the type of issue that people like RC are having issues with. I think HP have changed more than just in a quantitative fashion compared with earlier editions. The quantitative changes (healing surges and heal all damage overnight) have IMO created a definite qualitative difference in how they relate to game-world events. You are never truly injured in a way that resembles any form of reality that we are used to. This doesnt mean earlier editions were great at this but there was a closer connection between hps and physical damage to the character. Whether they are a problem or not depends if you like this or not. I dont particularly like them in the context of the game they designed but understand that they perfectly suit the design goals (a game where we can have a series of linked encounters where all characters are close to full effectiveness most of the time) I think HP are now a far more gamist construct than they have been. They are also a more narrativist construct but i feel they fall short of good narrativist mechanics as well. I would have rathered them go full bore narrativist and be more similar to somethign like TSOY. Since HP have only a small overlap to real in-game meaning to physical damage, many things should result in HP damage as it is now a gamist/story mechanic and not really an game-world mapping injury mechanic. HP are now gamist/narrativist mechanics which really only determine how long your character can partake in the adventure. All failures in conflicts should end up doing HP damage making skill checks far more tension filled. Of course this might totally throw them off their design goals and many would not like this direction. [/QUOTE]
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