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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: 8998831" data-attributes="member: 6801252"><p>It's a matter primarily of degree, we can suss out damage differentials on blocks of tofu right now, but they're fairly small and as a result it's fairly easy to assert that differences in play will be negligible, and functionally be a wash due to the variety of differing situations you experience in actual play. <a href="https://twitter.com/MichaelJSayre1/status/1649069324102160385" target="_blank">The designers have actually discussed the challenges of performing the kind of balance you're discussing</a>. There's also been a push toward more frequent and potent errata, facilitated by a growing willingness in the playerbase to consult the rules digitally, so even as we get some oddities, they can get whacked. </p><p></p><p>In Neo-Trad terms, I think that there's a wide variety of framing, as was being discussed in that above conversation about the Folding Ideas video-- these optimization concerns create a degree of friction that heavily depends on: </p><p></p><p>1. How balanced the game is in real terms, in other words, how punished you might feel for actually using the game's expressive range rather than sticking with the single best selections. </p><p></p><p>2. The Neo-Trad Player's degree of acceptance of instrumental play practices: there are plenty of players who are happy to avoid possibly bad builds and temper their selection of concept to what works well in the game they're playing-- At that point they may not even feel much tension because at least a handful of their possible characters are perfectly valid options, more even than they might ever get to normally play. </p><p></p><p>3. The degree to which the Neo-trad player enjoys ludic texture that depends on granularity as a means of producing opportunities for tactical expression, e.g. the player might actually be disappointed when the resolution system doesn't contribute definition to their actions and communicate that definition to the rest of the game.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8998831, member: 6801252"] It's a matter primarily of degree, we can suss out damage differentials on blocks of tofu right now, but they're fairly small and as a result it's fairly easy to assert that differences in play will be negligible, and functionally be a wash due to the variety of differing situations you experience in actual play. [URL='https://twitter.com/MichaelJSayre1/status/1649069324102160385']The designers have actually discussed the challenges of performing the kind of balance you're discussing[/URL]. There's also been a push toward more frequent and potent errata, facilitated by a growing willingness in the playerbase to consult the rules digitally, so even as we get some oddities, they can get whacked. In Neo-Trad terms, I think that there's a wide variety of framing, as was being discussed in that above conversation about the Folding Ideas video-- these optimization concerns create a degree of friction that heavily depends on: 1. How balanced the game is in real terms, in other words, how punished you might feel for actually using the game's expressive range rather than sticking with the single best selections. 2. The Neo-Trad Player's degree of acceptance of instrumental play practices: there are plenty of players who are happy to avoid possibly bad builds and temper their selection of concept to what works well in the game they're playing-- At that point they may not even feel much tension because at least a handful of their possible characters are perfectly valid options, more even than they might ever get to normally play. 3. The degree to which the Neo-trad player enjoys ludic texture that depends on granularity as a means of producing opportunities for tactical expression, e.g. the player might actually be disappointed when the resolution system doesn't contribute definition to their actions and communicate that definition to the rest of the game. [/QUOTE]
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