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Something that 4e's designers overlooked? -aka is KM correct?
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<blockquote data-quote="billd91" data-source="post: 5165913" data-attributes="member: 3400"><p>I think you're sticking too much to the objectives of strategy in wargames rather than the objectives of strategy for an RPG. Strategic concerns enhance role playing games by tying episodic encounters into the continuity of the character's life, to use somewhat pretentious language. Without much strategic emphasis, encounters become disjointed tactical exercises best suited for a skirmish miniatures game, perhaps interspersed with a few cut scenes of character interaction or role-playing.</p><p></p><p>The more strategic linkages between the characters and the environment, the more you actually get a continuous story, the spending of strategic assets affects the ability to spend them down the timeline, linking events and encounters together. Plus, you get the players to make choices that may have some pretty interesting ramifications. Do they press on despite the depletion of strategic resources, relying more on chance, because they have a greater probability of keeping their enemies disrupted and unable to mount an effective counter or do they pull back to refit/recuperate risking the enemy reforming in a formidable way? In such an environment, the use of a strong resource with limited uses early may significantly affect encounters down the road. And I'm not just talking about combat encounters either, but other resources that may apply outside of the environment of a fight (like a lot of gold spread around to bribe officials in a town, calling in a favor from a friendly noble, or even leaving rope tied up at the top of a cliff you had to climb down).</p></blockquote><p></p>
[QUOTE="billd91, post: 5165913, member: 3400"] I think you're sticking too much to the objectives of strategy in wargames rather than the objectives of strategy for an RPG. Strategic concerns enhance role playing games by tying episodic encounters into the continuity of the character's life, to use somewhat pretentious language. Without much strategic emphasis, encounters become disjointed tactical exercises best suited for a skirmish miniatures game, perhaps interspersed with a few cut scenes of character interaction or role-playing. The more strategic linkages between the characters and the environment, the more you actually get a continuous story, the spending of strategic assets affects the ability to spend them down the timeline, linking events and encounters together. Plus, you get the players to make choices that may have some pretty interesting ramifications. Do they press on despite the depletion of strategic resources, relying more on chance, because they have a greater probability of keeping their enemies disrupted and unable to mount an effective counter or do they pull back to refit/recuperate risking the enemy reforming in a formidable way? In such an environment, the use of a strong resource with limited uses early may significantly affect encounters down the road. And I'm not just talking about combat encounters either, but other resources that may apply outside of the environment of a fight (like a lot of gold spread around to bribe officials in a town, calling in a favor from a friendly noble, or even leaving rope tied up at the top of a cliff you had to climb down). [/QUOTE]
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Something that 4e's designers overlooked? -aka is KM correct?
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