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Flavour First vs Game First - a comparison
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<blockquote data-quote="BryonD" data-source="post: 4478147" data-attributes="member: 957"><p>If part of monopoly was simulating a real fear of being imprisoned, then the rules as they stand would suck.</p><p></p><p>I want my fantasy rpgs to do a vastly better job of creating the feel of facing threats of harm and the appropriate consequences than monopoly does of simulating real estate finances and white color crime.</p><p></p><p>To have something happen that *should* take a character out of play, but have the rules intervene and keep the character going is so obviously contrived and directly contrary to the cause and effect of the setting I desire, that it is anti-fun. It is much more fun to "sit and suck" in an engaging game story that makes sense, than to keep fighting knowing that the only reason you are going is that the effect that hit you was modified away from what it should be for a completely non-story purpose.</p><p></p><p>Of course you would rather make your save and stay involved. But the fun does not start and end there. On a scale of 1 to 10, when engaged in a 3e style system: 10, when "sit and suck" in a 3E style system: 7, when engaged in a 4e style system knowing that cause and effect doesn't work the way it should: 5. Sit and suck is less fun than play, but still more fun than the world not working right. </p><p></p><p>I've got no dispute with someone claiming it isn't that way for them. But it most absolutely is for me and my group.</p></blockquote><p></p>
[QUOTE="BryonD, post: 4478147, member: 957"] If part of monopoly was simulating a real fear of being imprisoned, then the rules as they stand would suck. I want my fantasy rpgs to do a vastly better job of creating the feel of facing threats of harm and the appropriate consequences than monopoly does of simulating real estate finances and white color crime. To have something happen that *should* take a character out of play, but have the rules intervene and keep the character going is so obviously contrived and directly contrary to the cause and effect of the setting I desire, that it is anti-fun. It is much more fun to "sit and suck" in an engaging game story that makes sense, than to keep fighting knowing that the only reason you are going is that the effect that hit you was modified away from what it should be for a completely non-story purpose. Of course you would rather make your save and stay involved. But the fun does not start and end there. On a scale of 1 to 10, when engaged in a 3e style system: 10, when "sit and suck" in a 3E style system: 7, when engaged in a 4e style system knowing that cause and effect doesn't work the way it should: 5. Sit and suck is less fun than play, but still more fun than the world not working right. I've got no dispute with someone claiming it isn't that way for them. But it most absolutely is for me and my group. [/QUOTE]
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