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Should Wizardry Require Player Intelligence?
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<blockquote data-quote="Count_Zero" data-source="post: 9580277" data-attributes="member: 40164"><p>Oh, players can find ways to entertain themselves when it's not their turn. Normally they're paying attention to what the active player is doing and planning their next action. That's ideally what they should be doing - keeping the flow of the game going.</p><p></p><p>On the other side of things, they can have side conversations that are unrelated to the game (what shows they're watching, books they're reading, etc.). They can fiddle with their phones. They can stack dice. All of those things are taking them out of the game, and are breaking the rhythm of play. It's like taking the problem that so many cyberpunk tabletop games have of wanting to make Netrunning/Decking feel like Neuromancer, but in the process adding a bunch of systems that grinds play to a halt - except it's bring tacked on to a something that you'd previously resolve in 2 dice rolls.</p></blockquote><p></p>
[QUOTE="Count_Zero, post: 9580277, member: 40164"] Oh, players can find ways to entertain themselves when it's not their turn. Normally they're paying attention to what the active player is doing and planning their next action. That's ideally what they should be doing - keeping the flow of the game going. On the other side of things, they can have side conversations that are unrelated to the game (what shows they're watching, books they're reading, etc.). They can fiddle with their phones. They can stack dice. All of those things are taking them out of the game, and are breaking the rhythm of play. It's like taking the problem that so many cyberpunk tabletop games have of wanting to make Netrunning/Decking feel like Neuromancer, but in the process adding a bunch of systems that grinds play to a halt - except it's bring tacked on to a something that you'd previously resolve in 2 dice rolls. [/QUOTE]
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