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MCDM's New Tactical TTRPG Hits $1M Crowdfunding On First Day!
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<blockquote data-quote="Emberashh" data-source="post: 9218245" data-attributes="member: 7040941"><p>...yes.</p><p></p><p></p><p></p><p></p><p></p><p>I think you're getting a little too caught up in the fact that I offerred critique and not enough in the fact that Ive stated multiple times I don't have an issue with the game itself. Especially considering you're asserting that I'm not engaging their definitions when I'm pretty explicitly doing so (by rejecting them). </p><p></p><p>I can tell this isn't going to be a productive conversation so I suggest dropping it. </p><p></p><p></p><p></p><p>A lot of that can be mitigated with a good inventory system. There's plenty of systems for that that work better for that than the fiddly weight system, and with a little more design you can make inventory sizing an interesting choice unto itself (I can pitch my ideas for that if you like) which would also help there. </p><p></p><p>And the Drama doesn't come from just not having a thing; forgetting something isn't dramatic. (Not that drama is necessarily the point, mind)</p><p></p><p>The drama comes when you did pack, but then fate intervenes and your pack gets burnt up by a dragon. Then you've got to improvise. (And making that more interesting loops back into what I was alluding to; a dragonhide backpack might not have that issue, but takes more effort to get ahold of than a simple leather bag, and may have other drawbacks)</p><p></p><p>And ultimately, that planning is desirable with these systems. It means they're directly engaging with the challenges ahead of them. Trivializing them doesn't matter, the point is that they overcame them. </p><p></p><p>This doesn't mean your system so be so imbalanced that only one player has to bother (it should be a group effort), nor that it can't be more dynamic (as related by the dragon example), but eventually the players deserve their victory, and I'd say they deserve it more for thinking ahead than they do for scrambling for a quick fix in the moment.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9218245, member: 7040941"] ...yes. I think you're getting a little too caught up in the fact that I offerred critique and not enough in the fact that Ive stated multiple times I don't have an issue with the game itself. Especially considering you're asserting that I'm not engaging their definitions when I'm pretty explicitly doing so (by rejecting them). I can tell this isn't going to be a productive conversation so I suggest dropping it. A lot of that can be mitigated with a good inventory system. There's plenty of systems for that that work better for that than the fiddly weight system, and with a little more design you can make inventory sizing an interesting choice unto itself (I can pitch my ideas for that if you like) which would also help there. And the Drama doesn't come from just not having a thing; forgetting something isn't dramatic. (Not that drama is necessarily the point, mind) The drama comes when you did pack, but then fate intervenes and your pack gets burnt up by a dragon. Then you've got to improvise. (And making that more interesting loops back into what I was alluding to; a dragonhide backpack might not have that issue, but takes more effort to get ahold of than a simple leather bag, and may have other drawbacks) And ultimately, that planning is desirable with these systems. It means they're directly engaging with the challenges ahead of them. Trivializing them doesn't matter, the point is that they overcame them. This doesn't mean your system so be so imbalanced that only one player has to bother (it should be a group effort), nor that it can't be more dynamic (as related by the dragon example), but eventually the players deserve their victory, and I'd say they deserve it more for thinking ahead than they do for scrambling for a quick fix in the moment. [/QUOTE]
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