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The "real" reason the game has changed.
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<blockquote data-quote="Mallus" data-source="post: 5433826" data-attributes="member: 3887"><p>Interesting, Lost...</p><p></p><p>I doubt I could make every combat that kind of tactical, physical puzzle, not with the amount of detail required to make a game of it. I don't know enough about historical hand-to-hand combat. Heck, I don't even like overly-detailed fight scenes in fantasy novels, unless they contain a copious number of witticisms traded by the combatants which spice up the (laborious, to me) descriptions of violent motion.</p><p></p><p>I think it comes down to words being an inefficient medium for describing/simulating physical actions, especially in my hands. I have no trouble, in fact I prefer, to "talk out" social encounters, because speaking is quite good at simulating, err, well, speech. </p><p></p><p>I can see how the method you described could provide a heightened sense of immersion, but it's just not the right technique for me. In my games, the fiction resides elsewhere, in the characterization, the dialogue, the exploration of setting elements, the way the world responds to players prodding it. That's the stuff I can do.</p><p></p><p>I like D&D's tradition of abstract combat. 4e is about as detailed as I'm willing to go. It provides all the tactical framework for combat I require, and as for the fiction, the game's fictive dream, well, I try to establish that in ways that play to my strengths.</p></blockquote><p></p>
[QUOTE="Mallus, post: 5433826, member: 3887"] Interesting, Lost... I doubt I could make every combat that kind of tactical, physical puzzle, not with the amount of detail required to make a game of it. I don't know enough about historical hand-to-hand combat. Heck, I don't even like overly-detailed fight scenes in fantasy novels, unless they contain a copious number of witticisms traded by the combatants which spice up the (laborious, to me) descriptions of violent motion. I think it comes down to words being an inefficient medium for describing/simulating physical actions, especially in my hands. I have no trouble, in fact I prefer, to "talk out" social encounters, because speaking is quite good at simulating, err, well, speech. I can see how the method you described could provide a heightened sense of immersion, but it's just not the right technique for me. In my games, the fiction resides elsewhere, in the characterization, the dialogue, the exploration of setting elements, the way the world responds to players prodding it. That's the stuff I can do. I like D&D's tradition of abstract combat. 4e is about as detailed as I'm willing to go. It provides all the tactical framework for combat I require, and as for the fiction, the game's fictive dream, well, I try to establish that in ways that play to my strengths. [/QUOTE]
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