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General Tabletop Discussion
*TTRPGs General
Should time spent on system mechanics be based in interest or importance/risk?
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<blockquote data-quote="Blue" data-source="post: 7328546" data-attributes="member: 20564"><p>This is actually a great example of why the question needs to be asked - because of the cases where interest and risk don't overlap. I just put out more information, but basically it was that I was looking at the same mechanics for determining how involved the system needs to get with the magnitude of possible outcomes.</p><p></p><p>And that works fine if character risk/reward controls how detailed a granularity the system demands.</p><p></p><p>But fails if player interest controls it, since player interest or lack that falls outside the common aspect of moving hand-in-hand with risk/reward will have the system out-of-sync with player interests.</p><p></p><p>In other words, in the common situation, there's no difference. But in the uncommon situation it makes a world of difference.</p></blockquote><p></p>
[QUOTE="Blue, post: 7328546, member: 20564"] This is actually a great example of why the question needs to be asked - because of the cases where interest and risk don't overlap. I just put out more information, but basically it was that I was looking at the same mechanics for determining how involved the system needs to get with the magnitude of possible outcomes. And that works fine if character risk/reward controls how detailed a granularity the system demands. But fails if player interest controls it, since player interest or lack that falls outside the common aspect of moving hand-in-hand with risk/reward will have the system out-of-sync with player interests. In other words, in the common situation, there's no difference. But in the uncommon situation it makes a world of difference. [/QUOTE]
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Community
General Tabletop Discussion
*TTRPGs General
Should time spent on system mechanics be based in interest or importance/risk?
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