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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Before the Fight
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<blockquote data-quote="Ramaster" data-source="post: 9457539" data-attributes="member: 6687585"><p>The most important thing that will inform the amount of planning that goes into a game is the game system itself, IMO.</p><p></p><p>This is at the crux of the "Combat as Sport" (low-planning) vs "Combat as War" (high-planning) dichotomy.</p><p></p><p>And, at the same time, both of those kinds of systems encourage players to persue different kinds of planning! Combat as War provides what Lewpus is probably referring to as "Planning" in the article ("Ok, so we have to storm the orc stronghold, how should we do it? Let's create a distraction and ambush the patrols, then we sneak in"). Combat as Sport, on the other hand, is more concerned with "Character build"-style planning and party optimization ("Has every skill been taken by at least one PC? Good!").</p><p></p><p>I find this issue endlessly fascinating.</p></blockquote><p></p>
[QUOTE="Ramaster, post: 9457539, member: 6687585"] The most important thing that will inform the amount of planning that goes into a game is the game system itself, IMO. This is at the crux of the "Combat as Sport" (low-planning) vs "Combat as War" (high-planning) dichotomy. And, at the same time, both of those kinds of systems encourage players to persue different kinds of planning! Combat as War provides what Lewpus is probably referring to as "Planning" in the article ("Ok, so we have to storm the orc stronghold, how should we do it? Let's create a distraction and ambush the patrols, then we sneak in"). Combat as Sport, on the other hand, is more concerned with "Character build"-style planning and party optimization ("Has every skill been taken by at least one PC? Good!"). I find this issue endlessly fascinating. [/QUOTE]
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Worlds of Design: Before the Fight
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