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Letting a Game feel like a Game ~ Mechanics and Simulationism
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<blockquote data-quote="Jack Daniel" data-source="post: 8160094" data-attributes="member: 694"><p>Speaking as a player of the old-school TSR editions, I enjoy D&D a great deal more when I let both dungeon-exploration and hex-crawling be as board-gamey as the old rules make them out to be. "Turn three in the dungeon. No wandering monsters this turn. You can move another 90 feet, you can search the area, or you can do something else. Two more turns until you have to rest and three until your torch goes out. What do you do next?" Those structures were put there for a reason, and they're actually a lot of fun to use. Modern D&D loses something by not having them.</p><p></p><p>In combats, I reveal the Armor Classes of monsters the first time the monster is attacked, hit point totals the first time a monster is damaged, and monster hit dice the moment <em>they </em>make an attack. Players being able to use that information and strategize around it is also really fun for them, in my experience.</p><p></p><p>I'm not sure whether my style of gaming is good or bad for immersion—rather, my chief overriding concern is "verisimilitudinous simulation of the fantasy milieu"—but certainly giving the players more concrete information to work with is a good thing if you want <em>their </em>actions and reactions to hinge on the question, "What would you do if you really were your character and in their shoes?"</p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 8160094, member: 694"] Speaking as a player of the old-school TSR editions, I enjoy D&D a great deal more when I let both dungeon-exploration and hex-crawling be as board-gamey as the old rules make them out to be. "Turn three in the dungeon. No wandering monsters this turn. You can move another 90 feet, you can search the area, or you can do something else. Two more turns until you have to rest and three until your torch goes out. What do you do next?" Those structures were put there for a reason, and they're actually a lot of fun to use. Modern D&D loses something by not having them. In combats, I reveal the Armor Classes of monsters the first time the monster is attacked, hit point totals the first time a monster is damaged, and monster hit dice the moment [I]they [/I]make an attack. Players being able to use that information and strategize around it is also really fun for them, in my experience. I'm not sure whether my style of gaming is good or bad for immersion—rather, my chief overriding concern is "verisimilitudinous simulation of the fantasy milieu"—but certainly giving the players more concrete information to work with is a good thing if you want [I]their [/I]actions and reactions to hinge on the question, "What would you do if you really were your character and in their shoes?" [/QUOTE]
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