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General Tabletop Discussion
*TTRPGs General
Thinking About the Purpose of Mechanics from a Neo-Trad Perspective
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8997500" data-attributes="member: 6801252"><p>I think one very important element to understanding neo-trad and gamist priorities is that contests of skill that have multiple approaches, builds, etc can be an avenue of further expression by playstyle. When you sit down to play a fighting game or an RPG or a MOBA, each character has their own powers and the way those powers allow them to address problems and flow are a major part of the texture of playing them, a big part of their vibe.</p><p></p><p> It makes sense to me that neo-trad as a collective is ambivalent about gamism for this reason, while it can function as a block to freeform expression, "how my character fights" is also a major avenue for expressing them-- take Lancer and Gubat Banwa for instance, there's so much room to fight in radically different ways, and they all intersect with the game's lore such that it becomes another language you can use to describe that character. Some players are more willing than others to accept that dynamic, and I think we see both because they're two ways of serving the same core idea.</p><p></p><p>So I can see how granularity would let a player speak with more specificity about their character's skill as well.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8997500, member: 6801252"] I think one very important element to understanding neo-trad and gamist priorities is that contests of skill that have multiple approaches, builds, etc can be an avenue of further expression by playstyle. When you sit down to play a fighting game or an RPG or a MOBA, each character has their own powers and the way those powers allow them to address problems and flow are a major part of the texture of playing them, a big part of their vibe. It makes sense to me that neo-trad as a collective is ambivalent about gamism for this reason, while it can function as a block to freeform expression, "how my character fights" is also a major avenue for expressing them-- take Lancer and Gubat Banwa for instance, there's so much room to fight in radically different ways, and they all intersect with the game's lore such that it becomes another language you can use to describe that character. Some players are more willing than others to accept that dynamic, and I think we see both because they're two ways of serving the same core idea. So I can see how granularity would let a player speak with more specificity about their character's skill as well. [/QUOTE]
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