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<blockquote data-quote="pemerton" data-source="post: 3767797" data-attributes="member: 42582"><p>You asserted at your post #502 that "If a battle does not use up per-day resources, nothing is lost in engaging in that battle. This means . . . [t]he only significant impact of these battles can be the opportunity to give the PCs stuff."</p><p></p><p>I deny this. There can be other significant impacts, namely thematic ones.</p><p></p><p>Jackelope King also denies it, though he has referred to story/plot impacts rather than thematic ones (not that these two categories are mutually exclusive):</p><p></p><p></p><p></p><p>As for the following:</p><p></p><p></p><p>This is true. But it doesn't show that every encounter in a per-encounter model will not be signficant, because it doesn't show that resource-consumption is that only dimension of significance.</p><p></p><p>It is correct that a per-encounter model discourages "encounters-for-the-sake-of-encounters" which do nothing but soak resources. But it is quite arguable that this is a sensible design goal (although to an extent it does push D&D away from its roots).</p><p></p><p></p><p>There is a style of play which has <em>nothing</em> to do with railroading, and has everything to do with thematic exploration. This is a style in which the <em>players</em> determine the thematic priorities of play, and pursue those themes through their in-play choices. Many RPG systems have mechanics to support the players in doing these (eg TRoS's Spiritual Attributes). Gizmo33 and I discussed these above in a number of posts. He concluded that he does not enjoy this sort of "storyteller" game. That is fine - I get the sense that you don't either - but it has <em>nothing</em> to do with railroading. And it is a style of play which per-encounter abilities may better suppot.</p></blockquote><p></p>
[QUOTE="pemerton, post: 3767797, member: 42582"] You asserted at your post #502 that "If a battle does not use up per-day resources, nothing is lost in engaging in that battle. This means . . . [t]he only significant impact of these battles can be the opportunity to give the PCs stuff." I deny this. There can be other significant impacts, namely thematic ones. Jackelope King also denies it, though he has referred to story/plot impacts rather than thematic ones (not that these two categories are mutually exclusive): As for the following: This is true. But it doesn't show that every encounter in a per-encounter model will not be signficant, because it doesn't show that resource-consumption is that only dimension of significance. It is correct that a per-encounter model discourages "encounters-for-the-sake-of-encounters" which do nothing but soak resources. But it is quite arguable that this is a sensible design goal (although to an extent it does push D&D away from its roots). There is a style of play which has [i]nothing[/i] to do with railroading, and has everything to do with thematic exploration. This is a style in which the [i]players[/i] determine the thematic priorities of play, and pursue those themes through their in-play choices. Many RPG systems have mechanics to support the players in doing these (eg TRoS's Spiritual Attributes). Gizmo33 and I discussed these above in a number of posts. He concluded that he does not enjoy this sort of "storyteller" game. That is fine - I get the sense that you don't either - but it has [i]nothing[/i] to do with railroading. And it is a style of play which per-encounter abilities may better suppot. [/QUOTE]
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