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No More Boring Combats Ever (Edition-Neutral!)
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<blockquote data-quote="ExploderWizard" data-source="post: 4584592" data-attributes="member: 66434"><p>This analysis works fine if you are telling a story. A story benefits from conflicts that progess from introduction to tension to climax. </p><p> </p><p>From a roleplaying perspective though, the characters are not there to tell a story featuring dramatic tension and resolution. The characters are living in the world where these conflicts take place and they (and thier opponents) are trying to resolve these conflicts in thier favor to the best of thier ability.</p><p> </p><p>The dramatic tension build up in a roleplaying game is awesome when it happens naturally. Engineering play specifically to achieve this effect changes the whole play experience.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4584592, member: 66434"] This analysis works fine if you are telling a story. A story benefits from conflicts that progess from introduction to tension to climax. From a roleplaying perspective though, the characters are not there to tell a story featuring dramatic tension and resolution. The characters are living in the world where these conflicts take place and they (and thier opponents) are trying to resolve these conflicts in thier favor to the best of thier ability. The dramatic tension build up in a roleplaying game is awesome when it happens naturally. Engineering play specifically to achieve this effect changes the whole play experience. [/QUOTE]
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