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Games People Play: Looking at the Gaming Aspects of D&D
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<blockquote data-quote="kenada" data-source="post: 8988347" data-attributes="member: 70468"><p>I’d even go one step further and make it possible to discover information beyond just combat capabilities. One could think of it as extending the idea of “combat as war” to the entire campaign. Obviously, I mentioned BitD as an example of this approach, but I think one could argue that other styles of play (e.g., OSR play and clever solutions to overcome impossible challenges) can also manifest it. It can be done through rules or observed best practices, but what’s important is it’s something you can rely on doing to plan a line of attack (either literally for combat or figuratively for how you want to take down a corrupt official).</p><p></p><p>Naturally, this won’t work well with all styles of play. One of the things I like about having explicit best practices is it helps communicate how a game is played, so you can avoid mixing things that don’t go well together. For example, some styles of play put a lot of emphasis on dramatic beats and conflicts. An approach where the PCs can solve the problem quickly and discretely (e.g., by blackmailing the corrupt official mentioned above or murdering him in his sleep) causes problems for those games. On the other hand, taking measures to ensure dramatic moments would mess with the style of play described in my first paragraph.</p></blockquote><p></p>
[QUOTE="kenada, post: 8988347, member: 70468"] I’d even go one step further and make it possible to discover information beyond just combat capabilities. One could think of it as extending the idea of “combat as war” to the entire campaign. Obviously, I mentioned BitD as an example of this approach, but I think one could argue that other styles of play (e.g., OSR play and clever solutions to overcome impossible challenges) can also manifest it. It can be done through rules or observed best practices, but what’s important is it’s something you can rely on doing to plan a line of attack (either literally for combat or figuratively for how you want to take down a corrupt official). Naturally, this won’t work well with all styles of play. One of the things I like about having explicit best practices is it helps communicate how a game is played, so you can avoid mixing things that don’t go well together. For example, some styles of play put a lot of emphasis on dramatic beats and conflicts. An approach where the PCs can solve the problem quickly and discretely (e.g., by blackmailing the corrupt official mentioned above or murdering him in his sleep) causes problems for those games. On the other hand, taking measures to ensure dramatic moments would mess with the style of play described in my first paragraph. [/QUOTE]
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Games People Play: Looking at the Gaming Aspects of D&D
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