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The importance to RPGing of *engaging* situations
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<blockquote data-quote="Pedantic" data-source="post: 8921281" data-attributes="member: 6690965"><p>This seems to assume a pretty neutral relationship to gameplay itself, which admittedly, is probably a pretty fair implied criticism of a lot of TTRPG systems. Deciding on which of several courses of possible action, with an eye to both immediate positioning after resolution (possibly with regard to both success and failure of the PC's action if they're at question) and with regard to a longer term future goal, is the entire loop of most board games, certainly most eurogames.</p><p></p><p>Thus, that clearly can be engaging on its own, before you acknowledge that your action selection was not moving a pawn around a rondel and instead directing your rogue to attempt a risky pickpocket or your bard to hypnotize a guard. Not just, "I have a tool for this situation" but, "I have the best tool available to us for this situation," and then working out if your line of play was the correct choice or not.</p><p></p><p>Or, maybe I'm really saying, if resolution isn't interesting, then either the scope of the problem was too small in relationship to player capabilities, or your resolution system is boring (a problem I tend to diagnose as "too low agency" more often than not).</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8921281, member: 6690965"] This seems to assume a pretty neutral relationship to gameplay itself, which admittedly, is probably a pretty fair implied criticism of a lot of TTRPG systems. Deciding on which of several courses of possible action, with an eye to both immediate positioning after resolution (possibly with regard to both success and failure of the PC's action if they're at question) and with regard to a longer term future goal, is the entire loop of most board games, certainly most eurogames. Thus, that clearly can be engaging on its own, before you acknowledge that your action selection was not moving a pawn around a rondel and instead directing your rogue to attempt a risky pickpocket or your bard to hypnotize a guard. Not just, "I have a tool for this situation" but, "I have the best tool available to us for this situation," and then working out if your line of play was the correct choice or not. Or, maybe I'm really saying, if resolution isn't interesting, then either the scope of the problem was too small in relationship to player capabilities, or your resolution system is boring (a problem I tend to diagnose as "too low agency" more often than not). [/QUOTE]
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