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What does "Support" for a play style mean to you?
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<blockquote data-quote="Balesir" data-source="post: 5981256" data-attributes="member: 27160"><p>Yeah, I think the wording there is somewhat problematic, as I have bolded it. I didn't choose this answer, but had it been "The game mechanically discourages play styles other than those aimed at" I might well have done. I don't have a single, unwavering style that "I like", for one thing. I'll happily play any one of several styles - but I do like to play a game that coherently supports <strong><em>a</em></strong> style.</p><p></p><p>I have actually ignored rules in games that I thought worked counter to the main style supported. HârnMaster and RuneQuest (original), for example, I find work best when the "style" focusses on experiencing and soaking up the amazing worlds of Hârn and Glorantha, respectively - and yet both systems have an "experience" system that says you get a skill improvement roll every time you use a skill in a "stressful situation" (or words to that effect). This means that when characters in Hârn encounter an Amorvrin, and one of them successfully identifies what it is they are up against, the chances are that instead of "oh, my god - we're in trouble, now, but at least we know what we're up against!" the player's next words will be "woo-hoo - I got a check for my Arcane Lore skill!"...</p><p></p><p>Examples of this done well and poorly abound. Original D&D was pretty sound:</p><p></p><p>- a game about looting treasure; you get rewarded for looting treasure, both in xp and in cool items, and you get better at surviving the place you loot treasure from as your reward.</p><p></p><p>4E is also pretty coherent:</p><p></p><p>- the game is about overcoming challenges; you get rewarded for overcoming challenges, and as a result you get better at overcoming challenges (and so can take on tougher ones).</p><p></p><p>In between, there were some pretty odd departures, though, like 2e:</p><p></p><p>- the game is about making stories; you get rewarded for using your class abilities and killing stuff, for which you get better at, er, killing stuff. And using your class abilities...</p></blockquote><p></p>
[QUOTE="Balesir, post: 5981256, member: 27160"] Yeah, I think the wording there is somewhat problematic, as I have bolded it. I didn't choose this answer, but had it been "The game mechanically discourages play styles other than those aimed at" I might well have done. I don't have a single, unwavering style that "I like", for one thing. I'll happily play any one of several styles - but I do like to play a game that coherently supports [B][I]a[/I][/B] style. I have actually ignored rules in games that I thought worked counter to the main style supported. HârnMaster and RuneQuest (original), for example, I find work best when the "style" focusses on experiencing and soaking up the amazing worlds of Hârn and Glorantha, respectively - and yet both systems have an "experience" system that says you get a skill improvement roll every time you use a skill in a "stressful situation" (or words to that effect). This means that when characters in Hârn encounter an Amorvrin, and one of them successfully identifies what it is they are up against, the chances are that instead of "oh, my god - we're in trouble, now, but at least we know what we're up against!" the player's next words will be "woo-hoo - I got a check for my Arcane Lore skill!"... Examples of this done well and poorly abound. Original D&D was pretty sound: - a game about looting treasure; you get rewarded for looting treasure, both in xp and in cool items, and you get better at surviving the place you loot treasure from as your reward. 4E is also pretty coherent: - the game is about overcoming challenges; you get rewarded for overcoming challenges, and as a result you get better at overcoming challenges (and so can take on tougher ones). In between, there were some pretty odd departures, though, like 2e: - the game is about making stories; you get rewarded for using your class abilities and killing stuff, for which you get better at, er, killing stuff. And using your class abilities... [/QUOTE]
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