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General Tabletop Discussion
*TTRPGs General
Game Fundamentals - The Illusion of Accomplishment
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<blockquote data-quote="Garthanos" data-source="post: 5172534" data-attributes="member: 82504"><p>Sorry not exactly what I meant... I wasnt being precise... hyperbole carry over.</p><p> </p><p>Choice density how often in "game world time" do I get to choose the actions of my character its almost 1 round = 1 minute... so any choices or options or die rolls I make covers the whole of that one minute for the character. That is choice density in action. (pretend I said a to hit and whatever choices are appropriate to cover the actions of a whole minute)</p><p></p><p>The larger the time the more vague and hand wavy you have to be otherwise the choices later tend to depend to much on activity earlier in the span and get invalidated for instance exact position in the battle field over the course of a minute is appropriately vague. I am intrinsically deprived of choices about little things by long melee rounds but the inverse isnt true. </p><p></p><p>In various other games those choices I make apply to 12 seconds or 6 seconds or even 1 second of game world time. (1 second is 2x faster than real world fencers attribute the time to decide and carry out a single attack sequence by relatively normal reflexes/minds so its a bit insane)</p><p></p><p>The inverse isnt true however any choices I might make for a 1 minute round are still makable within the context of shorter 12 second round.</p><p></p><p>At some point the really short rounds get hung up on more detail than you are interested in... just as at some point overly long rounds make the action more vague than you are interested in... but the determining factor is a matter of taste because it affects the nature of the things you get to choose about and the nature of the things you have an influence on the description of.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 5172534, member: 82504"] Sorry not exactly what I meant... I wasnt being precise... hyperbole carry over. Choice density how often in "game world time" do I get to choose the actions of my character its almost 1 round = 1 minute... so any choices or options or die rolls I make covers the whole of that one minute for the character. That is choice density in action. (pretend I said a to hit and whatever choices are appropriate to cover the actions of a whole minute) The larger the time the more vague and hand wavy you have to be otherwise the choices later tend to depend to much on activity earlier in the span and get invalidated for instance exact position in the battle field over the course of a minute is appropriately vague. I am intrinsically deprived of choices about little things by long melee rounds but the inverse isnt true. In various other games those choices I make apply to 12 seconds or 6 seconds or even 1 second of game world time. (1 second is 2x faster than real world fencers attribute the time to decide and carry out a single attack sequence by relatively normal reflexes/minds so its a bit insane) The inverse isnt true however any choices I might make for a 1 minute round are still makable within the context of shorter 12 second round. At some point the really short rounds get hung up on more detail than you are interested in... just as at some point overly long rounds make the action more vague than you are interested in... but the determining factor is a matter of taste because it affects the nature of the things you get to choose about and the nature of the things you have an influence on the description of. [/QUOTE]
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