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Worlds of Design: What Defines a RPG?
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<blockquote data-quote="aramis erak" data-source="post: 8189716" data-attributes="member: 6779310"><p>Yes, but not in the way you intend. Many board games have a number of actions that require no dice rolls, and have minimal mechanics besides alteration of an element of the game state and it's conjoined story state. </p><p></p><p>For example, in Star Fleet Battles, coasting along the course. There is a default assumption that, on impulses you are scheduled to move, you move forward. If you are operating under a particular optional rule, or using Mauler equipped ships on the default hexgrid movement system, you are accruing points with no die roll, which are not reflected on the board, and which affect a later reflected on board state - the accumulation of progress towards a turn alters the Mauler's alignment to the hex-grid. In standard play, it's presumed that this is, indeed, happening all along, but is reflected in the sudden 60° game piece rotation only at the conclusion.</p><p></p><p>Likewise, in Diplomacy, and in Pax Brittanica, the treaties have no direct mechanics, but they are a major part of play, being something that exists only as an ephemeral agreement. In PB, there is a slight bit of game effect - violating a treaty can generate a <em>casus belli</em> but has no other direct mechanical effect (and casus belli can be generated in a number of mechanical ways, as well), but the route to victory damned near requires statesmanship. (and a calculator. Or, better, a PDA, tablet, or Phone spreadsheet for the economics).</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8189716, member: 6779310"] Yes, but not in the way you intend. Many board games have a number of actions that require no dice rolls, and have minimal mechanics besides alteration of an element of the game state and it's conjoined story state. For example, in Star Fleet Battles, coasting along the course. There is a default assumption that, on impulses you are scheduled to move, you move forward. If you are operating under a particular optional rule, or using Mauler equipped ships on the default hexgrid movement system, you are accruing points with no die roll, which are not reflected on the board, and which affect a later reflected on board state - the accumulation of progress towards a turn alters the Mauler's alignment to the hex-grid. In standard play, it's presumed that this is, indeed, happening all along, but is reflected in the sudden 60° game piece rotation only at the conclusion. Likewise, in Diplomacy, and in Pax Brittanica, the treaties have no direct mechanics, but they are a major part of play, being something that exists only as an ephemeral agreement. In PB, there is a slight bit of game effect - violating a treaty can generate a [I]casus belli[/I] but has no other direct mechanical effect (and casus belli can be generated in a number of mechanical ways, as well), but the route to victory damned near requires statesmanship. (and a calculator. Or, better, a PDA, tablet, or Phone spreadsheet for the economics). [/QUOTE]
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