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No More Boring Combats Ever (Edition-Neutral!)
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<blockquote data-quote="I'm A Banana" data-source="post: 4585631" data-attributes="member: 2067"><p>That's okay, it's just a style difference. Different goals. I'm just giving advice for people who have boring combats to make them not boring anymore. If your style runs less narratively, you might not have much of a problem with "boring" combats. Do you? If so, when do you get bored? When are combats unsatisfying to you? When there aren't strategic options?</p><p></p><p></p><p></p><p>In a more narrative game, you don't just go on to fight more powerful monsters, you go on to resolve more impressive conflicts. You start by saving the family, you end by saving reality, kind of thing. Indeed, in FFZ's narrative continuum, you face the same villain for your entire adventuring career, fight it at the end, and then start over. This is because the point is the story, the narrative, the plot, what your characters mean, how they interact, how they resolve their problems, and how they ultimately stop bad guys from doing bad things. When one character party runs out of issues to confront, you roll up another one, because conflict is the key. </p><p></p><p>Indeed, "spoiling player mastery" might not work for every kind of playing style. FFZ tries to minimize "player mastery" with a lot of blatant simplicity. If there is a way to get an edge, it will be both obvious and intended, in most cases. The way you become a "better player" is by playing your role better, by working with the plot better, and by creating a more interesting story (and therefore creating a more enjoyable play experience), not by killing more things.</p><p></p><p>That's a playstyle difference, of course.</p><p></p><p>But if you're having a problem with boring (or otherwise unsatisfying) combats with your preferred playstyle, I'm really too much of an outsider to tell you what might be going wrong.</p><p></p><p>I know what's going on in a lot of games, because a lot of games tend to be pretty narrative, but not all of them (and not all of them to the extent that this would help).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4585631, member: 2067"] That's okay, it's just a style difference. Different goals. I'm just giving advice for people who have boring combats to make them not boring anymore. If your style runs less narratively, you might not have much of a problem with "boring" combats. Do you? If so, when do you get bored? When are combats unsatisfying to you? When there aren't strategic options? In a more narrative game, you don't just go on to fight more powerful monsters, you go on to resolve more impressive conflicts. You start by saving the family, you end by saving reality, kind of thing. Indeed, in FFZ's narrative continuum, you face the same villain for your entire adventuring career, fight it at the end, and then start over. This is because the point is the story, the narrative, the plot, what your characters mean, how they interact, how they resolve their problems, and how they ultimately stop bad guys from doing bad things. When one character party runs out of issues to confront, you roll up another one, because conflict is the key. Indeed, "spoiling player mastery" might not work for every kind of playing style. FFZ tries to minimize "player mastery" with a lot of blatant simplicity. If there is a way to get an edge, it will be both obvious and intended, in most cases. The way you become a "better player" is by playing your role better, by working with the plot better, and by creating a more interesting story (and therefore creating a more enjoyable play experience), not by killing more things. That's a playstyle difference, of course. But if you're having a problem with boring (or otherwise unsatisfying) combats with your preferred playstyle, I'm really too much of an outsider to tell you what might be going wrong. I know what's going on in a lot of games, because a lot of games tend to be pretty narrative, but not all of them (and not all of them to the extent that this would help). [/QUOTE]
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