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General Tabletop Discussion
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Flavour First vs Game First - a comparison
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<blockquote data-quote="Hussar" data-source="post: 4481754" data-attributes="member: 22779"><p>I'm not sure where you're getting this from what I'm writing. Tone is difficult I guess. I'm most certainly not stating that one form is superior to the other. I'm saying that where each person draws the line will be different.</p><p></p><p>Any value judgement you derive from that statement is purely your own.</p><p></p><p>For myself, and I think a number of others, the line can be drawn further down the road than for others. Again, this is not saying I'm right and you're wrong. We're talking about what people enjoy, so, right and wrong don't really enter into it.</p><p></p><p>I thought I had defined "function at the table" the beginning of this thread. </p><p></p><p style="margin-left: 20px">Game First: The designer looks at how the game is being played at the table and creates mechanics to best facilitate that. Flavour is then added afterwards to justify the mechanics.</p><p></p><p>Now, you are right that some groups will fall outside of this. However, function at the table simply means that the mechanics don't cause the game to come to a grinding halt. </p><p></p><p>What I find interesting is that there are very, very few actual mechanical issues being discussed here. Almost entirely it's flavour issues - how to connect hit points to wounds for example is a flavour issue. No one has come out and said, "Healing surges don't work" because they do work. Healing overnight does work, in the context of the game.</p><p></p><p>What people are complaining about is that something like healing overnight is too far down the road and past their individual cut off line for acceptable abstractions. Mechanically, it's fine. It works and doesn't cause any problems at the table. In fact it solves the problem of requiring a healer/cleric in the party.</p><p></p><p>But, like unrealistic reload times for firearms, it's something that people don't want to sacrifice for the game.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4481754, member: 22779"] I'm not sure where you're getting this from what I'm writing. Tone is difficult I guess. I'm most certainly not stating that one form is superior to the other. I'm saying that where each person draws the line will be different. Any value judgement you derive from that statement is purely your own. For myself, and I think a number of others, the line can be drawn further down the road than for others. Again, this is not saying I'm right and you're wrong. We're talking about what people enjoy, so, right and wrong don't really enter into it. I thought I had defined "function at the table" the beginning of this thread. [indent]Game First: The designer looks at how the game is being played at the table and creates mechanics to best facilitate that. Flavour is then added afterwards to justify the mechanics.[/indent] Now, you are right that some groups will fall outside of this. However, function at the table simply means that the mechanics don't cause the game to come to a grinding halt. What I find interesting is that there are very, very few actual mechanical issues being discussed here. Almost entirely it's flavour issues - how to connect hit points to wounds for example is a flavour issue. No one has come out and said, "Healing surges don't work" because they do work. Healing overnight does work, in the context of the game. What people are complaining about is that something like healing overnight is too far down the road and past their individual cut off line for acceptable abstractions. Mechanically, it's fine. It works and doesn't cause any problems at the table. In fact it solves the problem of requiring a healer/cleric in the party. But, like unrealistic reload times for firearms, it's something that people don't want to sacrifice for the game. [/QUOTE]
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