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<blockquote data-quote="Charlaquin" data-source="post: 8252897" data-attributes="member: 6779196"><p>I think narrative elements are made far stronger when supported by gameplay. That doesn’t mean the mechanics should be designed to <em>simulate</em> story elements, but in my opinion they should be designed with a particular <em>feel</em> in mind.</p><p></p><p>I think the goal should be for the narrative to be recognizable from gameplay alone. For example, if you fight a group of monsters that come in large numbers, move slowly, are easy to hit but don’t seem to go down except when you crit or otherwise do a lot of damage in one hit, and attack first by grappling you and then once you’re grappled make an attack that does fairly low damage but forces you to make a Constitution save on a hit, and on a failure you gain a condition that causes your maximum HP to decrease over time, I bet you could make a pretty good guess what that monster is, even without a single word of description. Maybe you won’t get the details exactly right, but you’ll probably be in the right ballpark.</p><p></p><p>And if I add in some details that you might or might not discover from fighting them [spoiler](they’re vulnerable to fire damage, they only have middling HP but when reduced to 0 can make a save to remain at 1 unless you crit or exceed a damage threshold)[/spoiler] you’ll probably be able to get it. If I add in just a few narrative details [spoiler](their attack is a bite, the condition you acquire from it is a disease, and if you die from this disease you become one of these monsters)[/spoiler] I bet that will confirm your suspicions about what it is. [spoiler](It’s a Ramero-style zombie.)[/spoiler]</p><p></p><p>That, to me, is the mark of a well-designed mechanic.</p><p></p><p></p><p>Now on that I am in strong agreement.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8252897, member: 6779196"] I think narrative elements are made far stronger when supported by gameplay. That doesn’t mean the mechanics should be designed to [I]simulate[/I] story elements, but in my opinion they should be designed with a particular [I]feel[/I] in mind. I think the goal should be for the narrative to be recognizable from gameplay alone. For example, if you fight a group of monsters that come in large numbers, move slowly, are easy to hit but don’t seem to go down except when you crit or otherwise do a lot of damage in one hit, and attack first by grappling you and then once you’re grappled make an attack that does fairly low damage but forces you to make a Constitution save on a hit, and on a failure you gain a condition that causes your maximum HP to decrease over time, I bet you could make a pretty good guess what that monster is, even without a single word of description. Maybe you won’t get the details exactly right, but you’ll probably be in the right ballpark. And if I add in some details that you might or might not discover from fighting them [spoiler](they’re vulnerable to fire damage, they only have middling HP but when reduced to 0 can make a save to remain at 1 unless you crit or exceed a damage threshold)[/spoiler] you’ll probably be able to get it. If I add in just a few narrative details [spoiler](their attack is a bite, the condition you acquire from it is a disease, and if you die from this disease you become one of these monsters)[/spoiler] I bet that will confirm your suspicions about what it is. [spoiler](It’s a Ramero-style zombie.)[/spoiler] That, to me, is the mark of a well-designed mechanic. Now on that I am in strong agreement. [/QUOTE]
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