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<blockquote data-quote="kenada" data-source="post: 9508325" data-attributes="member: 70468"><p>I like to look at RP and G as things that belong together. There is a type of game where these are modal: you’re either role-playing, or you’re engaging with mechanics; but I think RPGing is better when they work together. That’s something that has driven the design of the conflict resolution processes in my game. I want players to do what their characters would do, and when there is a conflict, we have a means to resolve it. It’s not: and here are the monsters; or here is the social combat. It’s you want a thing, and there are going to be consequences if you do it. Now we can resolve it while you continue to have your character do what they would do.</p><p></p><p>(Well, I do have a toggle for combat, which is equipping a weapon to invoke equip phase and start the initiative procedure, but we want a D&D-ish combat minigame. However, it shares a lot with the standard resolution processes even if it’s a bit more structured than other forms of conflict.)</p><p></p><p></p><p>How tightly tied are they to those categories? Do players have flexibility in how they interpret them. For example, suppose we are looking for lodgings, and I get the event “They are coming...run!”. Can I then say: “We found an old inn out of the way where we stayed at the inn for the evening. I awoke in the morning to banging on the door and the naked corpse of the innkeeper’s daughter in the bed next to me.”</p></blockquote><p></p>
[QUOTE="kenada, post: 9508325, member: 70468"] I like to look at RP and G as things that belong together. There is a type of game where these are modal: you’re either role-playing, or you’re engaging with mechanics; but I think RPGing is better when they work together. That’s something that has driven the design of the conflict resolution processes in my game. I want players to do what their characters would do, and when there is a conflict, we have a means to resolve it. It’s not: and here are the monsters; or here is the social combat. It’s you want a thing, and there are going to be consequences if you do it. Now we can resolve it while you continue to have your character do what they would do. (Well, I do have a toggle for combat, which is equipping a weapon to invoke equip phase and start the initiative procedure, but we want a D&D-ish combat minigame. However, it shares a lot with the standard resolution processes even if it’s a bit more structured than other forms of conflict.) How tightly tied are they to those categories? Do players have flexibility in how they interpret them. For example, suppose we are looking for lodgings, and I get the event “They are coming...run!”. Can I then say: “We found an old inn out of the way where we stayed at the inn for the evening. I awoke in the morning to banging on the door and the naked corpse of the innkeeper’s daughter in the bed next to me.” [/QUOTE]
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