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Interesting Decisions vs Wish Fulfillment (from Pulsipher)
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<blockquote data-quote="Hussar" data-source="post: 6346043" data-attributes="member: 22779"><p>Um, got what? You said, specifically, that your group chooses to employ the rules in such a way that you have dramatic showdowns time and time and time again. In other words, you deliberately set out to craft an interesting campaign. Great. But, that's not combat as war, which was my original point. It's not random enough to be combat as war. </p><p></p><p>Put it another way. How many random encounters have you run in the past ten sessions? In combat as war, you should be having random encounters very, very often - that's the point of randomness after all. If you have very few, if any random encounters, then every encounter is a prepared one. Or the vast majority are prepared encounters.</p><p></p><p>Which, again, is the antithesis of Combat as War. Not random enough. You are crafting a sport. It could be a very difficult sport, but still a sport. </p><p></p><p>You're running a great game. It's just not Combat as War. And there is absolutely nothing wrong with that.</p><p></p><p>Or, to put it another way, in what way would you characterise your game as combat as war? What random elements are in play? What actions do your players consistently take to mitigate the odds? If the players do not take actions to mitigate the odds, what is the likely outcome of a given encounter?</p></blockquote><p></p>
[QUOTE="Hussar, post: 6346043, member: 22779"] Um, got what? You said, specifically, that your group chooses to employ the rules in such a way that you have dramatic showdowns time and time and time again. In other words, you deliberately set out to craft an interesting campaign. Great. But, that's not combat as war, which was my original point. It's not random enough to be combat as war. Put it another way. How many random encounters have you run in the past ten sessions? In combat as war, you should be having random encounters very, very often - that's the point of randomness after all. If you have very few, if any random encounters, then every encounter is a prepared one. Or the vast majority are prepared encounters. Which, again, is the antithesis of Combat as War. Not random enough. You are crafting a sport. It could be a very difficult sport, but still a sport. You're running a great game. It's just not Combat as War. And there is absolutely nothing wrong with that. Or, to put it another way, in what way would you characterise your game as combat as war? What random elements are in play? What actions do your players consistently take to mitigate the odds? If the players do not take actions to mitigate the odds, what is the likely outcome of a given encounter? [/QUOTE]
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Interesting Decisions vs Wish Fulfillment (from Pulsipher)
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