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When the fiction doesn't match the mechanics
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<blockquote data-quote="Voadam" data-source="post: 9114577" data-attributes="member: 2209"><p>I think games try and serve more purposes than narrative and so elements can be designed for other purposes and not to serve the narrative. </p><p></p><p>For instance I think making combat elements work to make the mini game of combat at the table fun is not to serve the narrative of the game but to focus on game elements and participant fun. </p><p></p><p>Giving lots of character options for building a character of the same narrative concept multiple ways can be in service of the fun of character building and diversity of character mechanic styles at the table and accommodating different player mechanical preferences instead of serving the narrative.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9114577, member: 2209"] I think games try and serve more purposes than narrative and so elements can be designed for other purposes and not to serve the narrative. For instance I think making combat elements work to make the mini game of combat at the table fun is not to serve the narrative of the game but to focus on game elements and participant fun. Giving lots of character options for building a character of the same narrative concept multiple ways can be in service of the fun of character building and diversity of character mechanic styles at the table and accommodating different player mechanical preferences instead of serving the narrative. [/QUOTE]
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When the fiction doesn't match the mechanics
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