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RPG Theory- The Limits of My Language are the Limits of My World
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<blockquote data-quote="Manbearcat" data-source="post: 8454854" data-attributes="member: 6696971"><p>This post feels eerily similar to one of my early posts in the 5e concept test back in late ‘12 or perhaps ‘13!</p><p></p><p>The thrust of that post was that balancing a game around the zoomed out Adventuring Day rather than the site of the Encounter was begging for a fraught combat engine where (a) GM intervention and exceptional cognitive load was going to be a profound feature of play (given the intricate features of modern D&D combat), (b) therefore play would progressively (as levels piled and Long Rest classes through-put and spike capability on recharge became increasingly significant) feature an arms race over the Long Rest recharge (that GMs who wish to control pacing can trivially do at their discretion by deploying offscreen assets or unrevealed backstory), (c) and therefore it’s going to pose problems to surmount (via more GM intervention) for both Story Now play (where everyone, including the GM, can play aggressively, just let things unfold, and can play to find out what happens) and also challenge-based Gamist play (where the engine does its work seemlessly and predictably, for the GM, at the encounter-level…without intervention…eg x difficulty is reliably x difficulty fight-in and fight-out…so both sides can play accelerator to the floor and feel good with the competitive integrity of play).</p><p></p><p>And my second critique was that class resource scheduling not being unified is going to obviously exacerbate this (requiring more GM intervention in tailoring, pacing, and the temptation of fudging…and increased related cognitive burden on the GM). But that ship had set sail so that critique was just an aside.</p><p></p><p>EDIT - As you might imagine, that offering was not received well back then!</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8454854, member: 6696971"] This post feels eerily similar to one of my early posts in the 5e concept test back in late ‘12 or perhaps ‘13! The thrust of that post was that balancing a game around the zoomed out Adventuring Day rather than the site of the Encounter was begging for a fraught combat engine where (a) GM intervention and exceptional cognitive load was going to be a profound feature of play (given the intricate features of modern D&D combat), (b) therefore play would progressively (as levels piled and Long Rest classes through-put and spike capability on recharge became increasingly significant) feature an arms race over the Long Rest recharge (that GMs who wish to control pacing can trivially do at their discretion by deploying offscreen assets or unrevealed backstory), (c) and therefore it’s going to pose problems to surmount (via more GM intervention) for both Story Now play (where everyone, including the GM, can play aggressively, just let things unfold, and can play to find out what happens) and also challenge-based Gamist play (where the engine does its work seemlessly and predictably, for the GM, at the encounter-level…without intervention…eg x difficulty is reliably x difficulty fight-in and fight-out…so both sides can play accelerator to the floor and feel good with the competitive integrity of play). And my second critique was that class resource scheduling not being unified is going to obviously exacerbate this (requiring more GM intervention in tailoring, pacing, and the temptation of fudging…and increased related cognitive burden on the GM). But that ship had set sail so that critique was just an aside. EDIT - As you might imagine, that offering was not received well back then! [/QUOTE]
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