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<blockquote data-quote="DrunkonDuty" data-source="post: 7954523" data-attributes="member: 54364"><p>Celebrim, you bring up some good points.</p><p></p><p>I agree that combat <em>should </em>be modelled by the system. Otherwise we start hitting one another with nerf bats. Pop culture reference here: <em>"Do you want LARPing? Because that's how that's how we get LARPing."* </em></p><p></p><p>But combat <em>can </em>be modelled with a single die roll. The same way that social interaction is in DnD.</p><p></p><p>I also agree that social interaction <em>can</em> be roll-played without any dice or system at all. But, as Eriv V pointed out in #194, having no system can be unfair to players who are less socially adept, or who struggle to get into character.</p><p></p><p>Neither of which points intersect with the point I was making: </p><p>If a game system as written puts emphasis** on a given aspect of RPG it will lead to more emphasis on that aspect of RPG in the playing of that RPG.</p><p>Caveats: It's not a 1:1 ratio. At some tables it may not happen at all. It's not even the biggest motivator in how a game will play out.</p><p></p><p>As a corollary I then posited that going against the perceived emphasis of a particular game system will lead to a certain amount of inertia that will need to be overcome. (Types of inertia and ways of overcoming/ failing to overcome it varying from case to case.)</p><p></p><p>Haweyefan, I agree wholeheartedly. Rewards in play are a huge part of how a given game winds up playing out; be it the style, the end goals, or what mechanical systems actually end being used. And I think it is a direct cause of what was mentioned in the OP about players having their characters camp outdoors rather than spend a limited game resource for the illusion of comfort. (Sorry if this has already been pointed out, I kinda jumped from page 1 to page 9 of this thread.)</p><p></p><p>Virtual & Covid-19-free hugs, y'all.</p><p></p><p></p><p>*in case it needs pointing out, combat does not actually have to have a system as LARPing is perfectly fine way to get your RPG on.</p><p></p><p>** I am equating page count to emphasis. There are other ways of applying emphasis, the broader community has a lot of impact on gaming styles, but my thesis is referring to the emphasis from game systems as they are written in the rule books.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 7954523, member: 54364"] Celebrim, you bring up some good points. I agree that combat [I]should [/I]be modelled by the system. Otherwise we start hitting one another with nerf bats. Pop culture reference here: [I]"Do you want LARPing? Because that's how that's how we get LARPing."* [/I] But combat [I]can [/I]be modelled with a single die roll. The same way that social interaction is in DnD. I also agree that social interaction [I]can[/I] be roll-played without any dice or system at all. But, as Eriv V pointed out in #194, having no system can be unfair to players who are less socially adept, or who struggle to get into character. Neither of which points intersect with the point I was making: If a game system as written puts emphasis** on a given aspect of RPG it will lead to more emphasis on that aspect of RPG in the playing of that RPG. Caveats: It's not a 1:1 ratio. At some tables it may not happen at all. It's not even the biggest motivator in how a game will play out. As a corollary I then posited that going against the perceived emphasis of a particular game system will lead to a certain amount of inertia that will need to be overcome. (Types of inertia and ways of overcoming/ failing to overcome it varying from case to case.) Haweyefan, I agree wholeheartedly. Rewards in play are a huge part of how a given game winds up playing out; be it the style, the end goals, or what mechanical systems actually end being used. And I think it is a direct cause of what was mentioned in the OP about players having their characters camp outdoors rather than spend a limited game resource for the illusion of comfort. (Sorry if this has already been pointed out, I kinda jumped from page 1 to page 9 of this thread.) Virtual & Covid-19-free hugs, y'all. *in case it needs pointing out, combat does not actually have to have a system as LARPing is perfectly fine way to get your RPG on. ** I am equating page count to emphasis. There are other ways of applying emphasis, the broader community has a lot of impact on gaming styles, but my thesis is referring to the emphasis from game systems as they are written in the rule books. [/QUOTE]
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