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General Tabletop Discussion
*Pathfinder & Starfinder
"Narrative Options" mechanical?
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<blockquote data-quote="howandwhy99" data-source="post: 6152499" data-attributes="member: 3192"><p>First off, most wargames and simulation games are going to have actions delineated for the purposes of strategic (aka game) play. Story games are going to lean towards having as few rules as possible and even no rules in order to reject barriers to creating. These really aren't about strategizing at all, but on the spot improvisation and brainstorming of more novel ideas. Either of these playstyles can be challenging, but they focus on very different aspects of living. </p><p></p><p>In D&D, a cooperative simulation puzzle where all the game mechanics are hidden from the players and treated like a puzzle, we are going to get both strategic game play, but the players will be in the position of openly exploring. They don't have any lists of actions they can take. Of course, the rules on how to converse with Ref limits what they express, but still their options are still vastly open as these rules include any symbol-based communication. This means constructions like shared spoken and written languages, illustrations more than art, and reference models both parties can engage with for demonstrations.</p><p></p><p>Fighters in D&D are the absolute best equipped for the game's/code's Combat System. That means they can simply do more and achieve more regularly at combat than any other core class. The other classes simply aren't built for combat, at least not like a Fighting-man is. They have their own hidden game systems to explore. </p><p></p><p>If the players are looking for class abilities/powers to demonstrate how their class is powerful, than you likely have d20 or later edition D&D players. That's okay, but let them know this game isn't the same and plays quite differently from preconceptions about gaming they may already hold.</p><p></p><p>I believe fighting classes used to be the most common as players were drawn from wargames and early fighting computer games. They already understood basic tactics and standard wargame mechanics. The game wasn't boring because suggested designs include (usually) well balanced, rather standard wargames, but these were now used as a hidden open system rather than a known closed one.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6152499, member: 3192"] First off, most wargames and simulation games are going to have actions delineated for the purposes of strategic (aka game) play. Story games are going to lean towards having as few rules as possible and even no rules in order to reject barriers to creating. These really aren't about strategizing at all, but on the spot improvisation and brainstorming of more novel ideas. Either of these playstyles can be challenging, but they focus on very different aspects of living. In D&D, a cooperative simulation puzzle where all the game mechanics are hidden from the players and treated like a puzzle, we are going to get both strategic game play, but the players will be in the position of openly exploring. They don't have any lists of actions they can take. Of course, the rules on how to converse with Ref limits what they express, but still their options are still vastly open as these rules include any symbol-based communication. This means constructions like shared spoken and written languages, illustrations more than art, and reference models both parties can engage with for demonstrations. Fighters in D&D are the absolute best equipped for the game's/code's Combat System. That means they can simply do more and achieve more regularly at combat than any other core class. The other classes simply aren't built for combat, at least not like a Fighting-man is. They have their own hidden game systems to explore. If the players are looking for class abilities/powers to demonstrate how their class is powerful, than you likely have d20 or later edition D&D players. That's okay, but let them know this game isn't the same and plays quite differently from preconceptions about gaming they may already hold. I believe fighting classes used to be the most common as players were drawn from wargames and early fighting computer games. They already understood basic tactics and standard wargame mechanics. The game wasn't boring because suggested designs include (usually) well balanced, rather standard wargames, but these were now used as a hidden open system rather than a known closed one. [/QUOTE]
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"Narrative Options" mechanical?
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