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<blockquote data-quote="Laurefindel" data-source="post: 9569607" data-attributes="member: 67296"><p>I was going say something along these lines.</p><p></p><p>Some games are designed to work with props, usually a map and minis, running on rules that allow players a certain level of tactical analysis but also dependant on definitive and precise awareness of the environment (which works best with visual support, physical or virtual). The results of many actions hinge on precise directions and distances, precise pool of points (including hit points or spell slots), precise effects based on precise conditions, etc. I call them objective games. 3e and 4e D&D were like that (5e is too, though it tries its best not be). Personally, I find VTT and miniature-based games similar in that respect (only, the medium is different)</p><p></p><p>Some other games are much more abstract both in their spatial relationship (a Theatre of the Mind style of play) and conditions are based on adjectives rather than precise calculations of points (hit points are not calculated, but you know you're <em>wounded</em>). Some don't involve dice at all. I call those subjective games. Blades in the Dark is kind of like that.</p><p></p><p>Most games fall somewhere in between but usually lean toward one or the other, and they play quite differently.</p><p></p><p>Also there are games that put the narrative role of the game squarely on the gamemaster. Classic D&D is like that. Some other games give enormous narrative control on players instead, like 10 Candles for example. Going into one expecting the other can be quite confusing and frustrating for everyone.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 9569607, member: 67296"] I was going say something along these lines. Some games are designed to work with props, usually a map and minis, running on rules that allow players a certain level of tactical analysis but also dependant on definitive and precise awareness of the environment (which works best with visual support, physical or virtual). The results of many actions hinge on precise directions and distances, precise pool of points (including hit points or spell slots), precise effects based on precise conditions, etc. I call them objective games. 3e and 4e D&D were like that (5e is too, though it tries its best not be). Personally, I find VTT and miniature-based games similar in that respect (only, the medium is different) Some other games are much more abstract both in their spatial relationship (a Theatre of the Mind style of play) and conditions are based on adjectives rather than precise calculations of points (hit points are not calculated, but you know you're [I]wounded[/I]). Some don't involve dice at all. I call those subjective games. Blades in the Dark is kind of like that. Most games fall somewhere in between but usually lean toward one or the other, and they play quite differently. Also there are games that put the narrative role of the game squarely on the gamemaster. Classic D&D is like that. Some other games give enormous narrative control on players instead, like 10 Candles for example. Going into one expecting the other can be quite confusing and frustrating for everyone. [/QUOTE]
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