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General Tabletop Discussion
*TTRPGs General
Resource Management, or How I Learned To Stop Worrying About Rations and Love Mana
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<blockquote data-quote="Willie the Duck" data-source="post: 9827413" data-attributes="member: 6799660"><p>My takeaway from the Barrow statement and the related references is that the notion is correct -- in the real world. In an elfgame, game systems focused on logistics are just another option of mechanical dials and levers one can focus on (and be skilled or unskilled at doing). They (preferring them, or excelling at them) do not make you the 'professional' among 'amateurs' among gamers. Everyone is best at the mechanics with which they have the most practice, and will falter (with some benefit from overall experience) using less familiar systems.</p><p></p><p></p><p><em><span style="font-size: 15px">{or any other of the many examples people have brought up}</span></em></p><p>Stuff like this are good ways of making the logistics part of the game more interesting. If the game historically had done more of this (ex. rules for how many rations were available at a given hamlet), I think more people* would have glommed onto the mechanics to begin with.</p><p><span style="font-size: 12px"><em>*It still would not address those with the "I sat down to play 'Dungeons and Dragons,' not 'Ledgers and Logistics'" issue, but that seems to be a much more base-principle preferred-playstyle difference. </em></span></p><p></p><p>There are absolutely benefits to the game in terms of interesting things you can do or play patterns you can support (oftentimes in terms of giving cost to alternatives). The (in-)glamorous part of it is genuinely the design challenge -- how do you make people want to do these things that then open up all this extra design space. A logistic puzzle in facilitating logistic puzzles, as it were.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9827413, member: 6799660"] My takeaway from the Barrow statement and the related references is that the notion is correct -- in the real world. In an elfgame, game systems focused on logistics are just another option of mechanical dials and levers one can focus on (and be skilled or unskilled at doing). They (preferring them, or excelling at them) do not make you the 'professional' among 'amateurs' among gamers. Everyone is best at the mechanics with which they have the most practice, and will falter (with some benefit from overall experience) using less familiar systems. [I][SIZE=4]{or any other of the many examples people have brought up}[/SIZE][/I] Stuff like this are good ways of making the logistics part of the game more interesting. If the game historically had done more of this (ex. rules for how many rations were available at a given hamlet), I think more people* would have glommed onto the mechanics to begin with. [SIZE=3][I]*It still would not address those with the "I sat down to play 'Dungeons and Dragons,' not 'Ledgers and Logistics'" issue, but that seems to be a much more base-principle preferred-playstyle difference. [/I][/SIZE] There are absolutely benefits to the game in terms of interesting things you can do or play patterns you can support (oftentimes in terms of giving cost to alternatives). The (in-)glamorous part of it is genuinely the design challenge -- how do you make people want to do these things that then open up all this extra design space. A logistic puzzle in facilitating logistic puzzles, as it were. [/QUOTE]
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