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<blockquote data-quote="Umbran" data-source="post: 7633092" data-attributes="member: 177"><p>I was using that term in contrast to things like strategic combat, or narrative/cinematic combat. </p><p></p><p></p><p></p><p></p><p>Um... you know that there are/have been dice-less RPGs, right? RPGs that have no random elements exist. There is uncertainty not in what the random generator will produce, but instead uncertainty in what they other person will choose as their priorities.</p><p></p><p></p><p> </p><p></p><p></p><p>Here's the thing - when you step back, there are relatively few places where you *purely* challenge the just character build, or just the player. In general, RPG challenges are a mixture. Does the character have abilities and resources to meet the challenge, and what choices does the player make.</p><p></p><p>This is why, when I talked about challenges alone, I noted that it isn't really a challenge if the player has no way to influence the result. It is in this ability to influence that "meaningful choices" sit.</p><p></p><p>If, for example, we have a die roll... modified by the player spending some resource to impact the roll, or we have a bidding mechanic where how much the player spends resources determines the outcome, that tests the player's determination to have a thing be true, with respect to the unknown future where those resources might be needed.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7633092, member: 177"] I was using that term in contrast to things like strategic combat, or narrative/cinematic combat. Um... you know that there are/have been dice-less RPGs, right? RPGs that have no random elements exist. There is uncertainty not in what the random generator will produce, but instead uncertainty in what they other person will choose as their priorities. Here's the thing - when you step back, there are relatively few places where you *purely* challenge the just character build, or just the player. In general, RPG challenges are a mixture. Does the character have abilities and resources to meet the challenge, and what choices does the player make. This is why, when I talked about challenges alone, I noted that it isn't really a challenge if the player has no way to influence the result. It is in this ability to influence that "meaningful choices" sit. If, for example, we have a die roll... modified by the player spending some resource to impact the roll, or we have a bidding mechanic where how much the player spends resources determines the outcome, that tests the player's determination to have a thing be true, with respect to the unknown future where those resources might be needed. [/QUOTE]
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