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<blockquote data-quote="MoogleEmpMog" data-source="post: 3723274" data-attributes="member: 22882"><p>Spycraft is a bit of an odd fish in this, because of its unusual method of handling time; all of the Dramatic Conflicts are sterling examples of what I would expect from a sophisticated encounter-based design, but the fact they (rightly) don't occur on a unified timescale makes things more complex.</p><p></p><p>I can *almost* see using per session mechanics in light of this - but IMO, Spycraft actually demonstrates a better way right within its own pages, in the form of the various options for each Dramatic Conflict.</p><p></p><p>D&D, in any case, has a much more focused encounter scale. I can't imagine a D&D encounter that would have each round be an hour or a day, and the 6-second-scale Dramatic Conflicts would work just as well with per encounter or per day systems.</p><p></p><p></p><p></p><p>Since the players generally hoarded them, and in such a large group (12 average) had fewer chances to show off to get them, this didn't work out as often as by the rules.</p><p></p><p></p><p></p><p>Except that I'm talking about players going "wait, we're wrapping up for the session? May as well throw all my action dice into a, um... somebody find something I could do with my dice!" The players didn't just go hog-wild on a skill check that really mattered to them, they hoarded their dice or just spent a bit here and a bit there and then realized they might as well use them on something they didn't really care about when the session was about to end.</p><p></p><p></p><p></p><p>Because 'per day' has at least some in-game component that can be driven, if not completely accounted for, at the time of adventure writing. 'Per session' is dependent on a huge number of metagame factors unique to individual groups - if not individual game sessions. As such, I do not consider it appropriate for an RPG with a heavy Gamist bent, such as D&D.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3723274, member: 22882"] Spycraft is a bit of an odd fish in this, because of its unusual method of handling time; all of the Dramatic Conflicts are sterling examples of what I would expect from a sophisticated encounter-based design, but the fact they (rightly) don't occur on a unified timescale makes things more complex. I can *almost* see using per session mechanics in light of this - but IMO, Spycraft actually demonstrates a better way right within its own pages, in the form of the various options for each Dramatic Conflict. D&D, in any case, has a much more focused encounter scale. I can't imagine a D&D encounter that would have each round be an hour or a day, and the 6-second-scale Dramatic Conflicts would work just as well with per encounter or per day systems. Since the players generally hoarded them, and in such a large group (12 average) had fewer chances to show off to get them, this didn't work out as often as by the rules. Except that I'm talking about players going "wait, we're wrapping up for the session? May as well throw all my action dice into a, um... somebody find something I could do with my dice!" The players didn't just go hog-wild on a skill check that really mattered to them, they hoarded their dice or just spent a bit here and a bit there and then realized they might as well use them on something they didn't really care about when the session was about to end. Because 'per day' has at least some in-game component that can be driven, if not completely accounted for, at the time of adventure writing. 'Per session' is dependent on a huge number of metagame factors unique to individual groups - if not individual game sessions. As such, I do not consider it appropriate for an RPG with a heavy Gamist bent, such as D&D. [/QUOTE]
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