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<blockquote data-quote="innerdude" data-source="post: 6836711" data-attributes="member: 85870"><p>I've come to realize I'm very much a "traditionalist" in my RPG play, in that I generally expect a game to provide a level of verisimilitude, as much as possible support "associated" mechanics, and that as much as possible the in-game fiction should have at least the appearance of being a fully functional, "living" world. </p><p></p><p>That said, I'm also becoming much more open to mechanics and playstyles that break away from "traditional" play to serve the purpose of <em>player fun.</em> The whole "fail forward" thread actually re-iterated to me just how "traditional" most of my RPG sensitivities are, but that the means to mesh "traditional" play with "fail forward" doesn't necessarily require a complete abandonment of what I already know, but to redirect certain variables and attributes toward that goal.</p><p></p><p>As a player, I'm almost always more interested in intrigue, mystery, and exploration than I am in combat. One of the things that led me away from D&D was the required 6-8 encounter pacing hard baked into the rules. I played a lot of games with pointless, meaningless combats in the early 2000s, and I just got sick of that kind of play. D&D always seemed to constantly fight against my desire to <em>get inside the story</em>, because of the assumed pacing of encounters, which was only exacerbated by the amount of time it took to resolve individual encounters generally.</p></blockquote><p></p>
[QUOTE="innerdude, post: 6836711, member: 85870"] I've come to realize I'm very much a "traditionalist" in my RPG play, in that I generally expect a game to provide a level of verisimilitude, as much as possible support "associated" mechanics, and that as much as possible the in-game fiction should have at least the appearance of being a fully functional, "living" world. That said, I'm also becoming much more open to mechanics and playstyles that break away from "traditional" play to serve the purpose of [I]player fun.[/I] The whole "fail forward" thread actually re-iterated to me just how "traditional" most of my RPG sensitivities are, but that the means to mesh "traditional" play with "fail forward" doesn't necessarily require a complete abandonment of what I already know, but to redirect certain variables and attributes toward that goal. As a player, I'm almost always more interested in intrigue, mystery, and exploration than I am in combat. One of the things that led me away from D&D was the required 6-8 encounter pacing hard baked into the rules. I played a lot of games with pointless, meaningless combats in the early 2000s, and I just got sick of that kind of play. D&D always seemed to constantly fight against my desire to [I]get inside the story[/I], because of the assumed pacing of encounters, which was only exacerbated by the amount of time it took to resolve individual encounters generally. [/QUOTE]
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