Manbearcat
Legend
@Nagol I'm generally in agreement with you on most of your points. Here is the thing though. We're talking about technique, table agenda, and social contract working in concert with system infrastructure and design. This is why we've had so many conversations regarding 4e design (I won't even bring up the "power which shall not be named") and the table dissonance when trying to shoehorn "classic" D&D open-world sandboxing coupled with the the presumption of actor stance with a heavy does of metagame aversion.
On the polar ends of the various axes:
- if I'm wanting a 100 % scene based game, then I want resources isolated to scenes/encounters and the expectation of pacing and play built around each scene being a closed system. Any "extra-scene" resources and pacing design that spans multiple scenes is problematic.
- if I'm wanting a 100 % open-world exploration experience that presumes actor stance, process simulation and eschews the metagame, then any bits that are "arbitrarily" confined to the scene/encounter for gamist interests is problematic. Any author and director stance player resources that promote metagame leveraging and player narrative authorship (the outright creation of world content or subversion of the autonomy of other actors) are problematic.
- (* your scenario and the answer to your question) if I'm wanting strategic "step on up" gamist experience then I'm going to want strategic resources (such as plane shift) that require cost-benefit analysis at a strategic level...and players will have to deal with the consequences of actualizing them. The play at the table should presume that they will have those consequences and will have to deal with them; in the same way that they will reap the rewards upon successful strategic use of them. If I don't want this paradigm to be at work then I shouldn't be playing a system where resource schemes are fundamentally organized around this premise. OR, the table is going to need to come up with techniques and strong social accord to avoid such a scenario (which then begs the question...why don't you just play a game that supports what you're looking for rather than forcing a square peg into a round hole?)
- if I'm wanting tactical "step on up" gamist experience then I'm going to want tactical resources (such as the 4e at-will/encounter power system) that are isolated to a closed system (scene/encounter) with respect to scope and impact.
Most people don't play at the absolute polarized ends of these spectra. However, some do and it is perfectly feasible to play 100 % closed scene, author/director stance-friendly, tactical play just as you can have 100 % open world, actor-scene only/metagame averse, strategic play. They are both legitimate, functional (and quite different from one another) playstyles. The further you move away from the absolute, polarized ends of those spectrums, then you're going to get into the realm where home-grown technique, coordinated table agenda, and social contract manifest to arbitrate these disputes.
On the polar ends of the various axes:
- if I'm wanting a 100 % scene based game, then I want resources isolated to scenes/encounters and the expectation of pacing and play built around each scene being a closed system. Any "extra-scene" resources and pacing design that spans multiple scenes is problematic.
- if I'm wanting a 100 % open-world exploration experience that presumes actor stance, process simulation and eschews the metagame, then any bits that are "arbitrarily" confined to the scene/encounter for gamist interests is problematic. Any author and director stance player resources that promote metagame leveraging and player narrative authorship (the outright creation of world content or subversion of the autonomy of other actors) are problematic.
- (* your scenario and the answer to your question) if I'm wanting strategic "step on up" gamist experience then I'm going to want strategic resources (such as plane shift) that require cost-benefit analysis at a strategic level...and players will have to deal with the consequences of actualizing them. The play at the table should presume that they will have those consequences and will have to deal with them; in the same way that they will reap the rewards upon successful strategic use of them. If I don't want this paradigm to be at work then I shouldn't be playing a system where resource schemes are fundamentally organized around this premise. OR, the table is going to need to come up with techniques and strong social accord to avoid such a scenario (which then begs the question...why don't you just play a game that supports what you're looking for rather than forcing a square peg into a round hole?)
- if I'm wanting tactical "step on up" gamist experience then I'm going to want tactical resources (such as the 4e at-will/encounter power system) that are isolated to a closed system (scene/encounter) with respect to scope and impact.
Most people don't play at the absolute polarized ends of these spectra. However, some do and it is perfectly feasible to play 100 % closed scene, author/director stance-friendly, tactical play just as you can have 100 % open world, actor-scene only/metagame averse, strategic play. They are both legitimate, functional (and quite different from one another) playstyles. The further you move away from the absolute, polarized ends of those spectrums, then you're going to get into the realm where home-grown technique, coordinated table agenda, and social contract manifest to arbitrate these disputes.