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<blockquote data-quote="pemerton" data-source="post: 8299209" data-attributes="member: 42582"><p>Right: so build optimisation in a game with many moving parts (eg D&D 3E and 4e) might require a certain sort of skill, but isn't the sort that we're super-interested in for RPGing purposes.</p><p></p><p>Likewise my friend who used his skills with spreadsheets and linear programming to calculate various optimal allocations of Rolemaster combat ability to various purposes (first strike, attack, defence, etc).</p><p></p><p>What about the following (again taken from The Green Knight)?</p><p></p><p>Based on seeing how my kids got hosed, and my regular group did well, I think there are four main skills:</p><p></p><p style="margin-left: 20px">(1) Identifying appropriate Honourable actions that can (i) advance your goals in the encounter, while (ii) keeping your Dishonour under control;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(2) Using character special abilities effectively to manage the fallout, for Dishonour, from action resolution;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(3) Establishing goals for the encounter which will result in a good payoff of Honour/Dishonour at the end of it, which requires a sense of the trope and genre as well as reading the cues to these in the details the GM announces;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(4) Identifying actions that will allow moving from observed cues to more detailed information about the encounter, while also having some other characters doing things to move the action forward (because each encounter is on a clock, there's never time to waste) - this feeds back into (1).</p><p></p><p>(2) is technical game play that (if I've followed you properly we agree is not distinctive for RPGing.</p><p></p><p>(1), (3) and (4) are all about play of the fiction. But pretty different from Ggyaxianism, I think. How would you think about them?</p></blockquote><p></p>
[QUOTE="pemerton, post: 8299209, member: 42582"] Right: so build optimisation in a game with many moving parts (eg D&D 3E and 4e) might require a certain sort of skill, but isn't the sort that we're super-interested in for RPGing purposes. Likewise my friend who used his skills with spreadsheets and linear programming to calculate various optimal allocations of Rolemaster combat ability to various purposes (first strike, attack, defence, etc). What about the following (again taken from The Green Knight)? Based on seeing how my kids got hosed, and my regular group did well, I think there are four main skills: [indent](1) Identifying appropriate Honourable actions that can (i) advance your goals in the encounter, while (ii) keeping your Dishonour under control; (2) Using character special abilities effectively to manage the fallout, for Dishonour, from action resolution; (3) Establishing goals for the encounter which will result in a good payoff of Honour/Dishonour at the end of it, which requires a sense of the trope and genre as well as reading the cues to these in the details the GM announces; (4) Identifying actions that will allow moving from observed cues to more detailed information about the encounter, while also having some other characters doing things to move the action forward (because each encounter is on a clock, there's never time to waste) - this feeds back into (1).[/indent] (2) is technical game play that (if I've followed you properly we agree is not distinctive for RPGing. (1), (3) and (4) are all about play of the fiction. But pretty different from Ggyaxianism, I think. How would you think about them? [/QUOTE]
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