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Savage Worlds: Question for Ari
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<blockquote data-quote="BluSponge" data-source="post: 5269108" data-attributes="member: 916"><p>I laughed when I read this.</p><p></p><p>One of the problems I see happening as games get more "tactical" is that players start thinking only in terms of the tactics list. This constitutes everything and anything they can do. And if the bonuses aren't in their favor, well, than just swing/shoot at your opponent instead.</p><p></p><p>With the exception of wild attacks and aiming, I've found it much easier to just encourage the players to do whatever they want and leave it to me to translate those actions into game terms. I don't really want people trying to figure out how shooting a streetlight translates into a trick. Just figure out what you'd like to do and I'll tell you what bonuses/penalties you'll incur. In that sense, I think SW offers enough options to really reward folks for thinking outside the box. And when it doesn't, the modifiers are pretty easy to figure out.</p><p></p><p>(None of this means that players can't fall into the same tactics trap in SW, only that I - as a GM - don't encourage that style of play.)</p><p></p><p>(BTW, I laughed because you can have a robust game that gives a player every option in the world, but that doesn't do any good if the player refuses to use them. Not because theClone was doing anything wrong. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</p><p></p><p>Tom</p></blockquote><p></p>
[QUOTE="BluSponge, post: 5269108, member: 916"] I laughed when I read this. One of the problems I see happening as games get more "tactical" is that players start thinking only in terms of the tactics list. This constitutes everything and anything they can do. And if the bonuses aren't in their favor, well, than just swing/shoot at your opponent instead. With the exception of wild attacks and aiming, I've found it much easier to just encourage the players to do whatever they want and leave it to me to translate those actions into game terms. I don't really want people trying to figure out how shooting a streetlight translates into a trick. Just figure out what you'd like to do and I'll tell you what bonuses/penalties you'll incur. In that sense, I think SW offers enough options to really reward folks for thinking outside the box. And when it doesn't, the modifiers are pretty easy to figure out. (None of this means that players can't fall into the same tactics trap in SW, only that I - as a GM - don't encourage that style of play.) (BTW, I laughed because you can have a robust game that gives a player every option in the world, but that doesn't do any good if the player refuses to use them. Not because theClone was doing anything wrong. ;)) Tom [/QUOTE]
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