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Limiting Short Rests to 2x/day
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<blockquote data-quote="Emberashh" data-source="post: 9133400" data-attributes="member: 7040941"><p>As an addendum, heres a post I made elsewhere (and it ironically speaks to just the sort of thing I was also talking about in regards to distrusting the different) to illustrate not just the system Ive been describing but also my general philosophy towards delivering the kind of experience my game is going for:</p><p></p><p></p><p></p><p>The overall point that can be gleamed between that and my previous posts is that I care a lot about integration and see integration as the key to delivering the desired experience. </p><p></p><p>Rests aren't integrated in DND. They are proverbial buttons you press out of game that only mildly affect the narrative being fostered, and only majorly affect it if one can't get past the cognitive dissonance required to accept what should be a consequential choice in the game being mechanically meaningless except for the systems uncaring demand that you do it for its own sake, and not because its actually fun or does anything for the experience. </p><p></p><p>My game will be avoiding these pitfalls by way of, well, integration and just by being fun. Exploring the world is fun. Finding loot is fun. Crafting crazy stuff out of that loot is fun. Using that crazy stuff is fun. And so on.</p><p></p><p>Every single mechanic will all give new dimensions to that gameplay loop. Potions and Food, as noted in that post, are not just the means by which Class resources are restored, but also interesting mechanics unto themselves that would <em>still</em> be interesting even if we removed the whole resource question. </p><p></p><p>Thats because Crafting itself is going to be interesting (and fun!), and so all three become integrated very easily, because you'll <em>want</em> to engage with these things already, so engaging with the things they naturally feed into is only a natural part of the overall gameplay loop, and not just something the system compels you to do. </p><p></p><p>But even if you're the curmudgeonly contrarian type that wants to say you wouldn't do any of that, thats fine, because other parts of the game, like Combat, Social, and Questing, are integrated through Loot and NPCs. </p><p></p><p>You certainly won't be at your most optimal if you wish to just run off Loot and NPCs handling all this for you, but the game isn't going to go out of its way to tell you how to have fun; it'll only encourage you to engage it on its own terms, as any game should, and leave you with the consequences of your choices. </p><p></p><p>And if you don't find that fun, oh well! Im not anyone's personal game designer, so a few lone voices of dissent isn't really going to deter me. </p><p></p><p>Now, why did I go on this long rant?</p><p></p><p>To make the point that people should be more open to the idea that may be the mechanic is just bad and that there's better solutions out there by getting to the root of the problem (ie, shoehorned and unfun Survival mechanics) and addressing it from new avenues rather than just trying to glue Humpty Dumpty together just right.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9133400, member: 7040941"] As an addendum, heres a post I made elsewhere (and it ironically speaks to just the sort of thing I was also talking about in regards to distrusting the different) to illustrate not just the system Ive been describing but also my general philosophy towards delivering the kind of experience my game is going for: The overall point that can be gleamed between that and my previous posts is that I care a lot about integration and see integration as the key to delivering the desired experience. Rests aren't integrated in DND. They are proverbial buttons you press out of game that only mildly affect the narrative being fostered, and only majorly affect it if one can't get past the cognitive dissonance required to accept what should be a consequential choice in the game being mechanically meaningless except for the systems uncaring demand that you do it for its own sake, and not because its actually fun or does anything for the experience. My game will be avoiding these pitfalls by way of, well, integration and just by being fun. Exploring the world is fun. Finding loot is fun. Crafting crazy stuff out of that loot is fun. Using that crazy stuff is fun. And so on. Every single mechanic will all give new dimensions to that gameplay loop. Potions and Food, as noted in that post, are not just the means by which Class resources are restored, but also interesting mechanics unto themselves that would [I]still[/I] be interesting even if we removed the whole resource question. Thats because Crafting itself is going to be interesting (and fun!), and so all three become integrated very easily, because you'll [I]want[/I] to engage with these things already, so engaging with the things they naturally feed into is only a natural part of the overall gameplay loop, and not just something the system compels you to do. But even if you're the curmudgeonly contrarian type that wants to say you wouldn't do any of that, thats fine, because other parts of the game, like Combat, Social, and Questing, are integrated through Loot and NPCs. You certainly won't be at your most optimal if you wish to just run off Loot and NPCs handling all this for you, but the game isn't going to go out of its way to tell you how to have fun; it'll only encourage you to engage it on its own terms, as any game should, and leave you with the consequences of your choices. And if you don't find that fun, oh well! Im not anyone's personal game designer, so a few lone voices of dissent isn't really going to deter me. Now, why did I go on this long rant? To make the point that people should be more open to the idea that may be the mechanic is just bad and that there's better solutions out there by getting to the root of the problem (ie, shoehorned and unfun Survival mechanics) and addressing it from new avenues rather than just trying to glue Humpty Dumpty together just right. [/QUOTE]
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