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RPG Play Style Model (Cinematic, Tactical, etc)
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<blockquote data-quote="Umbran" data-source="post: 9278584" data-attributes="member: 177"><p>That, I think, is a completely different kettle of fish. How your personal expertise impacts your acceptance of the fiction matters in play, certainly. But that is a separate consideration from whether the actions rewarded by a "tactical" system also delivers rewarding drama in general.</p><p></p><p>Perhaps an example or two to more illustrate my point: </p><p></p><p>Systems we call "tactical" often reward conflict avoidance and/or risk minimization - so that the way to success is to only engage in conflict when you know you can win, and the result is a foregone conclusion. Smart tactical choices minimize risk of harm.</p><p></p><p>This, pretty obviously, is about the opposite of generating satisfying drama, which counts on characters engaging in conflicts we are unsure they'll win. Satisfying drama calls for high-risk, high-reward actions which are often disincentivized by tactical systems.</p><p></p><p>Another common aspect of tactical systems is their focus on physical capabilities - how far you can run, how hard you can hit, how fast you can fire, how big a magical effect you can produce. They frequently don't focus on <em>who</em> the character is, as a person, and what matters to them. This minimizes the relevance of personal stakes in resolution, while personal stakes is central to "satisfying story" as you put it.</p></blockquote><p></p>
[QUOTE="Umbran, post: 9278584, member: 177"] That, I think, is a completely different kettle of fish. How your personal expertise impacts your acceptance of the fiction matters in play, certainly. But that is a separate consideration from whether the actions rewarded by a "tactical" system also delivers rewarding drama in general. Perhaps an example or two to more illustrate my point: Systems we call "tactical" often reward conflict avoidance and/or risk minimization - so that the way to success is to only engage in conflict when you know you can win, and the result is a foregone conclusion. Smart tactical choices minimize risk of harm. This, pretty obviously, is about the opposite of generating satisfying drama, which counts on characters engaging in conflicts we are unsure they'll win. Satisfying drama calls for high-risk, high-reward actions which are often disincentivized by tactical systems. Another common aspect of tactical systems is their focus on physical capabilities - how far you can run, how hard you can hit, how fast you can fire, how big a magical effect you can produce. They frequently don't focus on [I]who[/I] the character is, as a person, and what matters to them. This minimizes the relevance of personal stakes in resolution, while personal stakes is central to "satisfying story" as you put it. [/QUOTE]
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