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Vancian? Why can't we let it go?
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<blockquote data-quote="pemerton" data-source="post: 5780673" data-attributes="member: 42582"><p>Even as a generalisation of tendency only, I'm not sure that this is true. It depends fairly heavily on what the expendable resources are, doesn't it? I can't ever remember the group breaking off in order to replenish their supply of iron spikes.</p><p></p><p>Another factor is that the 15 min day is a matter of degree. I found it to be ubiquitous in my RM game. It does not come up in my 4e game. The scenario design in each game is similar. The systems are different - namely, (i) use of dailies is not crucial in 4e in the same way as PP expenditure is crucial in RM, and (ii) action points in 4e make a big difference (for my group at least).</p><p></p><p>I'm sure it's true that you can't fix all problems in encounter design with changes to the system. But I know that it is possible to change a system such that encounters which are, from the point of view of variables that are salient to <em>me</em> as GM (variety of foes, story significance, likely challenge posed to the players and to their PCs, etc), the same, do or do not produce a 15 min problem.</p><p></p><p>I know because I've experienced it.</p><p></p><p>One key element is encounter powers which are designed in such a way as to make the decision to use them non-trivial. This non-triviality can result from a range of reasons, but one common reason is the need to set up a situation that makes the use of the encounter power effective. Which also has the virtue of making the players have to coordinate their PCs' actions - a further dimension of non-triviality. Rolemaster also has a species of encounter power for martial PCs - the Adrenal Move - and when it was announced that 4e would have encounter powers I hoped that they would do the same sort of work that Adrenal Moves do in RM. And happily for me, they do.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5780673, member: 42582"] Even as a generalisation of tendency only, I'm not sure that this is true. It depends fairly heavily on what the expendable resources are, doesn't it? I can't ever remember the group breaking off in order to replenish their supply of iron spikes. Another factor is that the 15 min day is a matter of degree. I found it to be ubiquitous in my RM game. It does not come up in my 4e game. The scenario design in each game is similar. The systems are different - namely, (i) use of dailies is not crucial in 4e in the same way as PP expenditure is crucial in RM, and (ii) action points in 4e make a big difference (for my group at least). I'm sure it's true that you can't fix all problems in encounter design with changes to the system. But I know that it is possible to change a system such that encounters which are, from the point of view of variables that are salient to [I]me[/I] as GM (variety of foes, story significance, likely challenge posed to the players and to their PCs, etc), the same, do or do not produce a 15 min problem. I know because I've experienced it. One key element is encounter powers which are designed in such a way as to make the decision to use them non-trivial. This non-triviality can result from a range of reasons, but one common reason is the need to set up a situation that makes the use of the encounter power effective. Which also has the virtue of making the players have to coordinate their PCs' actions - a further dimension of non-triviality. Rolemaster also has a species of encounter power for martial PCs - the Adrenal Move - and when it was announced that 4e would have encounter powers I hoped that they would do the same sort of work that Adrenal Moves do in RM. And happily for me, they do. [/QUOTE]
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