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This mentality needs to die
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<blockquote data-quote="Majoru Oakheart" data-source="post: 5096195" data-attributes="member: 5143"><p>That is highly offensive. But baring the extreme amount of opinion you are throwing around as fact in your post, a roleplaying game is one in which you play the role of a character. If that character's primary motivation is killing monsters and taking their stuff, it does NOT make it a tactical wargame to spend your time in the game focusing on those aspects. It is simply a roleplaying game that focuses on different things than you like.</p><p></p><p>Nor is playing that way any less imaginative. I imagine my character swinging his sword, yelling out battle cries, blocking blows, and so on. I imagine his motivations when I take every action. Do I kill that enemy or try to knock him unconscious? How will that effect the plot beyond this encounter? The WHY I am killing them comes up on a regular basis.</p><p></p><p>Contrast that to tactical wargaming. I don't much care why I am killing anyone. It's a game and I'm killing them because if I wasn't there would be no game. The results of this battle likely won't factor into any future scenarios. And if the do, it will be just to determine how many troops I have to start the next battle with. I don't think about the motivations of my troops because I don't care what their motivations are. My job as a player in a tactical war game is to win using the best tactics.</p><p></p><p>Now, there are elements of tactical wargaming in D&D. That's what makes combat fun. I spent too many years where combat was not tactical and consisted of the DM pointing at me and I called out "AC 5 for 14 damage" and then he pointed at the next person in initiative. I wouldn't exactly call that imaginative. But it moved quickly and got us back into the exploration portions of the game in no time at all.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5096195, member: 5143"] That is highly offensive. But baring the extreme amount of opinion you are throwing around as fact in your post, a roleplaying game is one in which you play the role of a character. If that character's primary motivation is killing monsters and taking their stuff, it does NOT make it a tactical wargame to spend your time in the game focusing on those aspects. It is simply a roleplaying game that focuses on different things than you like. Nor is playing that way any less imaginative. I imagine my character swinging his sword, yelling out battle cries, blocking blows, and so on. I imagine his motivations when I take every action. Do I kill that enemy or try to knock him unconscious? How will that effect the plot beyond this encounter? The WHY I am killing them comes up on a regular basis. Contrast that to tactical wargaming. I don't much care why I am killing anyone. It's a game and I'm killing them because if I wasn't there would be no game. The results of this battle likely won't factor into any future scenarios. And if the do, it will be just to determine how many troops I have to start the next battle with. I don't think about the motivations of my troops because I don't care what their motivations are. My job as a player in a tactical war game is to win using the best tactics. Now, there are elements of tactical wargaming in D&D. That's what makes combat fun. I spent too many years where combat was not tactical and consisted of the DM pointing at me and I called out "AC 5 for 14 damage" and then he pointed at the next person in initiative. I wouldn't exactly call that imaginative. But it moved quickly and got us back into the exploration portions of the game in no time at all. [/QUOTE]
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