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General Tabletop Discussion
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Playstyle vs Mechanics
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<blockquote data-quote="Stormonu" data-source="post: 9525344" data-attributes="member: 52734"><p>My playstyle has changed dramatically over the years. Probably the biggest shift came into being when I was introduced to the Vampire game in the 90's.</p><p></p><p>I also ran into many issues in my earlier years when I would attempt other roleplaying games and carry my D&D mindset to them. Biggest problem came with trying Pendragon, or as my brother put it after a single session, "Never again will I play this game!" all because of the way I tried to treat it as a combat-centric (super)heroic game (this happened years before encountering Vampire - I think if I were to return to playing Pendragon, it would go a lot differently).</p><p></p><p>Also, in the last couple of years had an epiphany after sitting down with my son to play with Army Men. As we were playing, I started writing up a page of rules and my son asked me why we needed them. I paused and realized that he was right - making rules would have taken away from the fun we were having and imagination we were using and would have become about "maximizing" setting up and actually playing - i.e., more about the rules than the play itself. It made me go back and re-evaluate RPGs and realize that the minutia in D&D I was getting bogged down in (move, bonus action, action, dps, feat choice, etc.) was eating away at the fun of playing by putting in arbitrary restrictions that made me work for small doses of happiness through tightly measured success. I was losing out on having fun by letting myself be constrained to the bounds of the mechanics and gearing all my activity around "staying in bounds" over telling the story I and the other players wanted to tell.</p><p></p><p>So I've found myself backing away from the "menu-driven" aspect of D&D combat. I really want to just have each side at most roll a die or two and narrate what happens rather than have to animate each frame with D&D's approach to combat - and then move on to the story & exploration part of the game, which is far more what I am interested in. Its why I've been looking at the likes of OSE, older editions and other systems where less emphasis is put on the combat aspect of the game.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9525344, member: 52734"] My playstyle has changed dramatically over the years. Probably the biggest shift came into being when I was introduced to the Vampire game in the 90's. I also ran into many issues in my earlier years when I would attempt other roleplaying games and carry my D&D mindset to them. Biggest problem came with trying Pendragon, or as my brother put it after a single session, "Never again will I play this game!" all because of the way I tried to treat it as a combat-centric (super)heroic game (this happened years before encountering Vampire - I think if I were to return to playing Pendragon, it would go a lot differently). Also, in the last couple of years had an epiphany after sitting down with my son to play with Army Men. As we were playing, I started writing up a page of rules and my son asked me why we needed them. I paused and realized that he was right - making rules would have taken away from the fun we were having and imagination we were using and would have become about "maximizing" setting up and actually playing - i.e., more about the rules than the play itself. It made me go back and re-evaluate RPGs and realize that the minutia in D&D I was getting bogged down in (move, bonus action, action, dps, feat choice, etc.) was eating away at the fun of playing by putting in arbitrary restrictions that made me work for small doses of happiness through tightly measured success. I was losing out on having fun by letting myself be constrained to the bounds of the mechanics and gearing all my activity around "staying in bounds" over telling the story I and the other players wanted to tell. So I've found myself backing away from the "menu-driven" aspect of D&D combat. I really want to just have each side at most roll a die or two and narrate what happens rather than have to animate each frame with D&D's approach to combat - and then move on to the story & exploration part of the game, which is far more what I am interested in. Its why I've been looking at the likes of OSE, older editions and other systems where less emphasis is put on the combat aspect of the game. [/QUOTE]
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