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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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<blockquote data-quote="Daztur" data-source="post: 5804013" data-attributes="member: 55680"><p>As far as putting them both into the same gameplay session that's often hard since the different players are looking for different things (but, of course, a lot of people want different things at different times), my guess is the best way to do that is to keep combat short, make sure that the ability to do dirty tricks is spread around among all classes (and make sure stuff that unbalances Combat as War gameplay such as Rope Trick are killed), keep some logistical elements but ditch others and have the DM move things along is the Combat as War people spend too much time making intricate plans. Basically just make sure that no one element of the game takes too much time or too much fiddling and try to balance things that way. </p><p></p><p>I'm very happy that I'm seeing 4ed players agreeing with this post, when I've tried to explain the differences between my play style and the play style of many 4ed players, I just never found a way that got through, so I'm happy to have hit on it now.</p><p></p><p>As people have pointed out the War/Sports (which is basically strategy/logistics vs. tactics, but I think my phrasing gets the idea across better) divide is a divide within Gamism and it's also neutral to difficulty level and roleplaying. Both can cater to challenge and roleplay in different ways.</p><p></p><p>Personally I strongly prefer Combat as War for D&D since it emulates the fantasy I like better (Black Company, old school S&S, etc.) and when I want high action and drama (and stuff like the Princess Bride) I tend to prefer FATE over any edition of D&D, so perhaps FATE scratches the itch that 4ed scratches for other people, leaving me wanting Combat as War when I play D&D.</p></blockquote><p></p>
[QUOTE="Daztur, post: 5804013, member: 55680"] As far as putting them both into the same gameplay session that's often hard since the different players are looking for different things (but, of course, a lot of people want different things at different times), my guess is the best way to do that is to keep combat short, make sure that the ability to do dirty tricks is spread around among all classes (and make sure stuff that unbalances Combat as War gameplay such as Rope Trick are killed), keep some logistical elements but ditch others and have the DM move things along is the Combat as War people spend too much time making intricate plans. Basically just make sure that no one element of the game takes too much time or too much fiddling and try to balance things that way. I'm very happy that I'm seeing 4ed players agreeing with this post, when I've tried to explain the differences between my play style and the play style of many 4ed players, I just never found a way that got through, so I'm happy to have hit on it now. As people have pointed out the War/Sports (which is basically strategy/logistics vs. tactics, but I think my phrasing gets the idea across better) divide is a divide within Gamism and it's also neutral to difficulty level and roleplaying. Both can cater to challenge and roleplay in different ways. Personally I strongly prefer Combat as War for D&D since it emulates the fantasy I like better (Black Company, old school S&S, etc.) and when I want high action and drama (and stuff like the Princess Bride) I tend to prefer FATE over any edition of D&D, so perhaps FATE scratches the itch that 4ed scratches for other people, leaving me wanting Combat as War when I play D&D. [/QUOTE]
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