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Ranking the Pillars of Play
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<blockquote data-quote="Oofta" data-source="post: 8475387" data-attributes="member: 6801845"><p>I voted social > combat > exploration, but it really depends on definition of what exploration means. If I'm running a murder mystery it seems to bounce between social and trying to resolve secrets which kind of equates to exploration. On the other hand I've never found traditional dungeon or hex crawls all that interesting. I like them now and then as a change of pace but not as the centerpiece of most games.</p><p></p><p>I agree that social aspects of the game are very rules light, but that's kind of my preference. I'd rather just make judgement calls on overall social standing than have a set of rules. The problem I've seen in the past is that if you have rules about how this stuff works (especially transparent systems) the social interaction becomes akin to a tactical mini-game.</p><p></p><p>I voted social over combat because while it's rare, there are times when entire sessions with no combat. I do try to balance it out, but once again I like the variety. You never know when that negotiation is going to go south but there are also times when you can avoid combat altogether if you just talk.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8475387, member: 6801845"] I voted social > combat > exploration, but it really depends on definition of what exploration means. If I'm running a murder mystery it seems to bounce between social and trying to resolve secrets which kind of equates to exploration. On the other hand I've never found traditional dungeon or hex crawls all that interesting. I like them now and then as a change of pace but not as the centerpiece of most games. I agree that social aspects of the game are very rules light, but that's kind of my preference. I'd rather just make judgement calls on overall social standing than have a set of rules. The problem I've seen in the past is that if you have rules about how this stuff works (especially transparent systems) the social interaction becomes akin to a tactical mini-game. I voted social over combat because while it's rare, there are times when entire sessions with no combat. I do try to balance it out, but once again I like the variety. You never know when that negotiation is going to go south but there are also times when you can avoid combat altogether if you just talk. [/QUOTE]
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