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Mini-games in D&D
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<blockquote data-quote="Nagol" data-source="post: 5419714" data-attributes="member: 23935"><p>It strikes me that much of the reason some people prefer one et of game rules over another revolves around the different game expectations and support for the different mini-games.</p><p></p><p>Additionally, DM and group play styles affect what mini-games are emphasised or exist at the table. </p><p></p><p>Operational resource allocation has been a big mini-game in a variety of D&D editions, but receives less focus in the newer editions. Vancian spell-casting is terrific for this. The level of success of a full spell caster brings to the group is heavily influenced by how well the player can build his “deck” of spells to meet expected challenges. Slow recharge cycles for spells and hit points also feeds into this allocation. Confront obstacle X or conserve resources for later? Consumable and limited replacement magic also fed this. I really like this min-game.</p><p></p><p>Strategic investigation has often been a mini-game depending on game </p><p>style. Sandbox play can be good for this as the relationships between the powers that be, their interests, and history is can be reasoned out giving insight as to effective areas to concentrate for adventuring. Once an area is identified, the investigation narrows to determine what threats are present and how to circumvent them. I really like this mini-game.</p><p></p><p>Situations that can work better with lateral thinking have always been and still are a part of adventure / encounter design. Does confronting the situation really advance the group’s goal or can it be circumvented? Is there something in the environment that can be turned to advantage? Is there an ability in the group that offers a different tactical option? Gauntlets and “advance once you’ve collected the key” scenarios are the antithesis of this. I prefer lateral thinking and the abilitiy to draw upon resources found in the environment. I chafe at situations where I go to get A so I can advance to B so I can confront C.</p><p></p><p>Confronting a whole environment and measuring success based upon the group’s overall result. Fast recharge/repair cycles undercut this approach as do simple ingress/egress abilities. Older editions of D&D, particularly lower level situations worked best for this mini-game. This set up brings operational resource allocation and investigation to the fore. This framing of the whole environment as an opponent for the group works very well for my style though I've seen groups work to defeat the restrictive framing a fair bit.</p><p></p><p>Detailed tactical positioning is emphasized in the newest edition with the focus on tactical movement control. This mini-game leaves me cold. I've never like "fiddly" miniature play.</p><p></p><p>Strategic character design is a relatively mini-game that has grown over the editions. I can like this game, but I didn't like the 3.X version of the game. </p><p></p><p>What mini-games do you have strong feelings towards and how has that affected your RPG preferences?</p></blockquote><p></p>
[QUOTE="Nagol, post: 5419714, member: 23935"] It strikes me that much of the reason some people prefer one et of game rules over another revolves around the different game expectations and support for the different mini-games. Additionally, DM and group play styles affect what mini-games are emphasised or exist at the table. Operational resource allocation has been a big mini-game in a variety of D&D editions, but receives less focus in the newer editions. Vancian spell-casting is terrific for this. The level of success of a full spell caster brings to the group is heavily influenced by how well the player can build his “deck” of spells to meet expected challenges. Slow recharge cycles for spells and hit points also feeds into this allocation. Confront obstacle X or conserve resources for later? Consumable and limited replacement magic also fed this. I really like this min-game. Strategic investigation has often been a mini-game depending on game style. Sandbox play can be good for this as the relationships between the powers that be, their interests, and history is can be reasoned out giving insight as to effective areas to concentrate for adventuring. Once an area is identified, the investigation narrows to determine what threats are present and how to circumvent them. I really like this mini-game. Situations that can work better with lateral thinking have always been and still are a part of adventure / encounter design. Does confronting the situation really advance the group’s goal or can it be circumvented? Is there something in the environment that can be turned to advantage? Is there an ability in the group that offers a different tactical option? Gauntlets and “advance once you’ve collected the key” scenarios are the antithesis of this. I prefer lateral thinking and the abilitiy to draw upon resources found in the environment. I chafe at situations where I go to get A so I can advance to B so I can confront C. Confronting a whole environment and measuring success based upon the group’s overall result. Fast recharge/repair cycles undercut this approach as do simple ingress/egress abilities. Older editions of D&D, particularly lower level situations worked best for this mini-game. This set up brings operational resource allocation and investigation to the fore. This framing of the whole environment as an opponent for the group works very well for my style though I've seen groups work to defeat the restrictive framing a fair bit. Detailed tactical positioning is emphasized in the newest edition with the focus on tactical movement control. This mini-game leaves me cold. I've never like "fiddly" miniature play. Strategic character design is a relatively mini-game that has grown over the editions. I can like this game, but I didn't like the 3.X version of the game. What mini-games do you have strong feelings towards and how has that affected your RPG preferences? [/QUOTE]
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