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Schroedinger's Wounding (Forked Thread: Disappointed in 4e)
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<blockquote data-quote="Raven Crowking" data-source="post: 4554193" data-attributes="member: 18280"><p>Hyp wants to know why it matters that there are reasons within the context of the game (as opposed to within the context of the narrative) to rest.</p><p></p><p style="margin-left: 20px">Of course it does. And you might miss an opportunity...</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>... but if there are healing rules that necessitate downtime, you'll miss that opportunity anyway.</em></p><p></p><p>The rules of the game determine what is smart play. It is one thing to miss an opportunity because, within the rules of the game, you gain a benefit, and another wherein you miss an opportunity without gaining any benefit. Even if that benefit is, essentially, avoiding a penalty. </p><p></p><p>In the begining of a Monopoly game, getting out of jail as soon as possible is smart play. Later on, sitting in jail to avoid having to pay rents might be smart play, even though the benefit you gain is avoiding a penalty.</p><p></p><p>Players should always be able to choose smart play, and have that result in satisfying play. A game that does not allow you to do that is poorly designed. In the event of 4e, I am saying that it is poorly designed for sandbox play.</p><p></p><p>So, why is it different missing an opportunity when there is a mechanical reason to do so, as opposed to when there isn't, if the net end is the same? The answer is that the net end isn't the same. In one case, the players are making a meaningful decision about what is smart, and gaining satisfying play as a result, while in the other the players are making a meaningful decision about what is satisfying, and losing the advantage of smart play.</p><p></p><p>Consider smart play as being worth 1 and satisfying play being worth 2.</p><p></p><p>A situation which leads to smart and satisfying play is (1 + 2 = 3) more valuable than a situation which leads to satisfying play but not smart play (2 + 0 = 2).</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4554193, member: 18280"] Hyp wants to know why it matters that there are reasons within the context of the game (as opposed to within the context of the narrative) to rest. [indent]Of course it does. And you might miss an opportunity... [I]... but if there are healing rules that necessitate downtime, you'll miss that opportunity anyway.[/I][/indent] The rules of the game determine what is smart play. It is one thing to miss an opportunity because, within the rules of the game, you gain a benefit, and another wherein you miss an opportunity without gaining any benefit. Even if that benefit is, essentially, avoiding a penalty. In the begining of a Monopoly game, getting out of jail as soon as possible is smart play. Later on, sitting in jail to avoid having to pay rents might be smart play, even though the benefit you gain is avoiding a penalty. Players should always be able to choose smart play, and have that result in satisfying play. A game that does not allow you to do that is poorly designed. In the event of 4e, I am saying that it is poorly designed for sandbox play. So, why is it different missing an opportunity when there is a mechanical reason to do so, as opposed to when there isn't, if the net end is the same? The answer is that the net end isn't the same. In one case, the players are making a meaningful decision about what is smart, and gaining satisfying play as a result, while in the other the players are making a meaningful decision about what is satisfying, and losing the advantage of smart play. Consider smart play as being worth 1 and satisfying play being worth 2. A situation which leads to smart and satisfying play is (1 + 2 = 3) more valuable than a situation which leads to satisfying play but not smart play (2 + 0 = 2). RC [/QUOTE]
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