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Let's Talk About Character Resources To Power Abilities
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<blockquote data-quote="Bill Zebub" data-source="post: 9877328" data-attributes="member: 7031982"><p>If I'm attacked by orcs in a dungeon, I'm not going to think, "I'd better hold back a little and not give this my full effort, because I need to save my special moves for the harder fight I'll probably encounter before I find a safe place to rest."</p><p></p><p>Or, at least, that's not the fiction I <em>want</em> to be imagining.</p><p></p><p>If we're talking about torches and water then, yeah, my character will be thinking about how to conserve those, and where to find more. But giving my best effort in a fight against scary monsters* in a dark place? That shouldn't be in question. YMMV.</p><p></p><p>EDIT: Look, I realize that this position is somewhat heretical. And I certainly don't play any RPGs that meet the ideals I'm espousing. But, as with my stance on skills, I'm trying to really push my thinking (and hopefully others?) on the question of what creates engagement in a game, what have we assumed or taken for granted for almost 50 years that maybe we shouldn't, what is different/special about RPGs, etc.</p><p></p><p>*And if the monsters aren't actually scary because we're level 8 and they're CR 2 and we know that we'll easily win...well, that's just exposing another game design flaw, imo. Or, at least, a style of gaming I'm trying to move away from.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9877328, member: 7031982"] If I'm attacked by orcs in a dungeon, I'm not going to think, "I'd better hold back a little and not give this my full effort, because I need to save my special moves for the harder fight I'll probably encounter before I find a safe place to rest." Or, at least, that's not the fiction I [I]want[/I] to be imagining. If we're talking about torches and water then, yeah, my character will be thinking about how to conserve those, and where to find more. But giving my best effort in a fight against scary monsters* in a dark place? That shouldn't be in question. YMMV. EDIT: Look, I realize that this position is somewhat heretical. And I certainly don't play any RPGs that meet the ideals I'm espousing. But, as with my stance on skills, I'm trying to really push my thinking (and hopefully others?) on the question of what creates engagement in a game, what have we assumed or taken for granted for almost 50 years that maybe we shouldn't, what is different/special about RPGs, etc. *And if the monsters aren't actually scary because we're level 8 and they're CR 2 and we know that we'll easily win...well, that's just exposing another game design flaw, imo. Or, at least, a style of gaming I'm trying to move away from. [/QUOTE]
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