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What is *worldbuilding* for?
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<blockquote data-quote="Ovinomancer" data-source="post: 7372117" data-attributes="member: 16814"><p>It's amusing that you cut out the bits of my post where I specifically point out those mechanics that are after the fact resource expenditures to reduce consequences and then present these exact things as if it refutes my argument. I'm specifically taking about action declaration to reduce or mitigate risk which is why I called out the post-hoc mechanics.</p><p></p><p>And, yes, I'm aware BW uses a more complicated combat mechanic, and one that is especially brutal and difficult to use. This isn't common in player-facing games, though, so it's not really a good example of the nature of the genre, just of itself. That said, the combat mechanics of BW are really designed to make fighting a bad choice -- both from the player perspective by being so overly complicated compared to the rest of the system, and from the character perspective in that even a simple combat has a reasonable chance of leaving you dead. As such, it's brutality is more of a push to keep the game away from combat rather than a wealth of tactical choices available to the player.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7372117, member: 16814"] It's amusing that you cut out the bits of my post where I specifically point out those mechanics that are after the fact resource expenditures to reduce consequences and then present these exact things as if it refutes my argument. I'm specifically taking about action declaration to reduce or mitigate risk which is why I called out the post-hoc mechanics. And, yes, I'm aware BW uses a more complicated combat mechanic, and one that is especially brutal and difficult to use. This isn't common in player-facing games, though, so it's not really a good example of the nature of the genre, just of itself. That said, the combat mechanics of BW are really designed to make fighting a bad choice -- both from the player perspective by being so overly complicated compared to the rest of the system, and from the character perspective in that even a simple combat has a reasonable chance of leaving you dead. As such, it's brutality is more of a push to keep the game away from combat rather than a wealth of tactical choices available to the player. [/QUOTE]
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