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<blockquote data-quote="The-Magic-Sword" data-source="post: 8252101" data-attributes="member: 6801252"><p>Masks doesn't have traditional combat mechanics, it only has the emotional dimension, which leads me to feel that it doesn't care much for the particulars of combat. The only battlefield is the narrative one, in which your character makes other people feel things, and you're made to feel things by others. But that dimension of 'feeling things' is also where your characters goals and motivations sit, so they're affected by the push and pull of the narrativist mechanics. 'Goal-oriented' play in the context of the world, is limited because your motivations are whats being toyed with, its a story about the push and pull of self discovery and growing up, the beating up of Super Villains is the setting for that emotional play.</p><p></p><p>Compare to DND, where the emotional dimension is left to the players discretion completely, and all of the rules are concerned with physical simulation. The game wants you to set goals like 'get the dragon's treasure hoard' so that it can focus on the challenges that might prevent you from achieving those goals. You can add drama to that formula in a freeform way, and we often do, but the game's mechanics don't really intersect with that, nothing forces you to develop your character emotionally, so it can be played with a consistent set of goals and relatively static personalities. </p><p></p><p>Neither game is pure in its pursuit of these elements, but they're still coming at it from fundamentally different angles.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8252101, member: 6801252"] Masks doesn't have traditional combat mechanics, it only has the emotional dimension, which leads me to feel that it doesn't care much for the particulars of combat. The only battlefield is the narrative one, in which your character makes other people feel things, and you're made to feel things by others. But that dimension of 'feeling things' is also where your characters goals and motivations sit, so they're affected by the push and pull of the narrativist mechanics. 'Goal-oriented' play in the context of the world, is limited because your motivations are whats being toyed with, its a story about the push and pull of self discovery and growing up, the beating up of Super Villains is the setting for that emotional play. Compare to DND, where the emotional dimension is left to the players discretion completely, and all of the rules are concerned with physical simulation. The game wants you to set goals like 'get the dragon's treasure hoard' so that it can focus on the challenges that might prevent you from achieving those goals. You can add drama to that formula in a freeform way, and we often do, but the game's mechanics don't really intersect with that, nothing forces you to develop your character emotionally, so it can be played with a consistent set of goals and relatively static personalities. Neither game is pure in its pursuit of these elements, but they're still coming at it from fundamentally different angles. [/QUOTE]
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