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Indie Games Are Not More Focused. They Are Differently Focused.
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<blockquote data-quote="doctorbadwolf" data-source="post: 8314985" data-attributes="member: 6704184"><p>Okay...can you explain how having less choice makes the game less flexible? I don't think we will ever agree, but you and I clearly define the word flexible differently and I'd like to at least understand what you definition even is. </p><p></p><p>And you can experience your character being convinced in spite of themselves. You just can't experience them being convinced in spite of you. But a game that makes it more up to the player just trusts the player more to make honest choices. My shadar-kai monk sometimes is overwhelmed by stimulus, or falls into a dissociative fugue from lack thereof. I would absolutely detest the mechanics of the game imposing some author's idea of what overstimulation is like for someone with severe ADHD, significant anxiety, and symptoms of autism, while others want the mechanics to do exactly that. However, if you have a game that mechanizes that element, and one that only mechanizes resolution and trusts you to honestly roleplay things like that, I cannot fathom how you could define "flexible" in such a way as to consider the more tightly mechanized game as the flexible one. </p><p></p><p>I literally have more options for how to proceed in the less mechanized game. </p><p></p><p>Another angle on this. Would you agree or disagree that combat is less flexible in 5e than social challenges are?</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8314985, member: 6704184"] Okay...can you explain how having less choice makes the game less flexible? I don't think we will ever agree, but you and I clearly define the word flexible differently and I'd like to at least understand what you definition even is. And you can experience your character being convinced in spite of themselves. You just can't experience them being convinced in spite of you. But a game that makes it more up to the player just trusts the player more to make honest choices. My shadar-kai monk sometimes is overwhelmed by stimulus, or falls into a dissociative fugue from lack thereof. I would absolutely detest the mechanics of the game imposing some author's idea of what overstimulation is like for someone with severe ADHD, significant anxiety, and symptoms of autism, while others want the mechanics to do exactly that. However, if you have a game that mechanizes that element, and one that only mechanizes resolution and trusts you to honestly roleplay things like that, I cannot fathom how you could define "flexible" in such a way as to consider the more tightly mechanized game as the flexible one. I literally have more options for how to proceed in the less mechanized game. Another angle on this. Would you agree or disagree that combat is less flexible in 5e than social challenges are? [/QUOTE]
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