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Second Wind: Yes or No?
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<blockquote data-quote="Manbearcat" data-source="post: 6097209" data-attributes="member: 6696971"><p>Absolutely. Same here. Beyond those, I'll take investigation, kingdom/network/guild/tower (unit) running mini-games. I think there is a large enough market for all of these mini-games (legitimate ones with robust mechanics that aren't grueling from an overhead standpoint) that they could produce a sizable tome and it would sell well (assuming their staying with the hard book model rather than pdf).</p><p></p><p></p><p></p><p>I think it depends on the group. Some scene-frame groups expect the play to be relentless and want no interruption to their "groove". To them, it might seem like needless fiddliness. These folks look at 4e's combat compared to the rest of its mechanics (specifically the abstraction of conflict resolution via the skill challenge mechanical framework) and they're given pause; it seems incoherent. To my group (and other groups like mine) it works just fine as we expect combat to be the primary arena of conflict resolution and, as such, expect it to have some mechanical bite to it. We have enough of a Gamist bent that mini-games are welcome as fun facilitators for transitions, assuming they're elegant and give the players functional, mechanical, narrative influence in the next scene (or a scene to come) either in its establishment (eg a player authored Kicker as in Sorcerer) or some other means (advantage, dice pool influence, fate point, etc)</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6097209, member: 6696971"] Absolutely. Same here. Beyond those, I'll take investigation, kingdom/network/guild/tower (unit) running mini-games. I think there is a large enough market for all of these mini-games (legitimate ones with robust mechanics that aren't grueling from an overhead standpoint) that they could produce a sizable tome and it would sell well (assuming their staying with the hard book model rather than pdf). I think it depends on the group. Some scene-frame groups expect the play to be relentless and want no interruption to their "groove". To them, it might seem like needless fiddliness. These folks look at 4e's combat compared to the rest of its mechanics (specifically the abstraction of conflict resolution via the skill challenge mechanical framework) and they're given pause; it seems incoherent. To my group (and other groups like mine) it works just fine as we expect combat to be the primary arena of conflict resolution and, as such, expect it to have some mechanical bite to it. We have enough of a Gamist bent that mini-games are welcome as fun facilitators for transitions, assuming they're elegant and give the players functional, mechanical, narrative influence in the next scene (or a scene to come) either in its establishment (eg a player authored Kicker as in Sorcerer) or some other means (advantage, dice pool influence, fate point, etc) [/QUOTE]
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