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Why Combat is a Fail State - Blog and Thoughts
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<blockquote data-quote="Piperken" data-source="post: 9613020" data-attributes="member: 7047091"><p>Getting back to this, I would say in contrast to D&D, these two games have much more strongly focused, niche genres they desire to reproduce. CoC made design choices to differentiate it from other games that used the same system (Runequest etc), even though it's a very classic game. Mothership wants to deliver outer space horror that modulates its goals through the game session; it forgoes particular mechanics players would <em>expect to have access to</em> in a horror rpg e.g. stealth.</p><p></p><p></p><p></p><p>Like Charlaquin mentioned, it's an assertive statement (one can say hyperbolic) that's intended to push emphasis towards finding or discovering answers fictively. The example someone above gave of the default that beginning or inexperienced players sometimes do is: <em>Can I (persuade) the hostile creature to not attack me? </em>They lean on their understanding of how the mechanic of the skill (Persuasion) functions to provide the answer, rather than instead, seeking an answer first in the scene: <em>I speak in the hostile creature's language, and try to tell them nicely that it isn't a good idea to attack me. </em>Then seeing through the emerging play loop, which possibly could involve a die roll, how the moment resolves.</p><p></p><p>Is interfacing with the game the first way, a way to play? Yes. Is it fine? Yes. Might trying the other way lead to other discoveries? Yes!</p><p></p><p>Let me give an anecdote with something that happened recently in a <em>Vaesen</em> session, but I feel is applicable here. Besides a limited skill list, <em>Vaesen</em> encourages equipment use, as doing so typically gives you bonus dice on rolls to accomplish tasks.</p><p></p><p>The player went to a newspaper's office after hours, which was located on a cobblestone street that was in need of repairs. They wanted to see if the office had old copies which had articles pertaining to a region they would be traveling too.</p><p></p><p>When they arrived, it was closed; the office's door was locked. However, they saw someone was still there, because there was light behind a curtained window on the second floor.</p><p></p><p>At that moment out-of-game, the player was stumped. They spent a minute or two looking at their character sheet to see if there was something on it they could use to achieve their objective. They were insistent on not trying to break in, as this was something their character would feel bad doing, and, they didn't want the risk of possibly being caught by the law.</p><p></p><p>Finally, they remembered the terse description of the street the office was located on. <em>Is there a small rock or a pebble nearby I could pick up?</em></p><p></p><p>I smiled. <em>Yes, you find one rather quickly. What do you intend to do with it?</em></p><p><em></em></p><p><em>I want to try to fling it at the window, to see if someone in the room above notices.</em></p></blockquote><p></p>
[QUOTE="Piperken, post: 9613020, member: 7047091"] Getting back to this, I would say in contrast to D&D, these two games have much more strongly focused, niche genres they desire to reproduce. CoC made design choices to differentiate it from other games that used the same system (Runequest etc), even though it's a very classic game. Mothership wants to deliver outer space horror that modulates its goals through the game session; it forgoes particular mechanics players would [I]expect to have access to[/I] in a horror rpg e.g. stealth. Like Charlaquin mentioned, it's an assertive statement (one can say hyperbolic) that's intended to push emphasis towards finding or discovering answers fictively. The example someone above gave of the default that beginning or inexperienced players sometimes do is: [I]Can I (persuade) the hostile creature to not attack me? [/I]They lean on their understanding of how the mechanic of the skill (Persuasion) functions to provide the answer, rather than instead, seeking an answer first in the scene: [I]I speak in the hostile creature's language, and try to tell them nicely that it isn't a good idea to attack me. [/I]Then seeing through the emerging play loop, which possibly could involve a die roll, how the moment resolves. Is interfacing with the game the first way, a way to play? Yes. Is it fine? Yes. Might trying the other way lead to other discoveries? Yes! Let me give an anecdote with something that happened recently in a [I]Vaesen[/I] session, but I feel is applicable here. Besides a limited skill list, [I]Vaesen[/I] encourages equipment use, as doing so typically gives you bonus dice on rolls to accomplish tasks. The player went to a newspaper's office after hours, which was located on a cobblestone street that was in need of repairs. They wanted to see if the office had old copies which had articles pertaining to a region they would be traveling too. When they arrived, it was closed; the office's door was locked. However, they saw someone was still there, because there was light behind a curtained window on the second floor. At that moment out-of-game, the player was stumped. They spent a minute or two looking at their character sheet to see if there was something on it they could use to achieve their objective. They were insistent on not trying to break in, as this was something their character would feel bad doing, and, they didn't want the risk of possibly being caught by the law. Finally, they remembered the terse description of the street the office was located on. [I]Is there a small rock or a pebble nearby I could pick up?[/I] I smiled. [I]Yes, you find one rather quickly. What do you intend to do with it? I want to try to fling it at the window, to see if someone in the room above notices.[/I] [/QUOTE]
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