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Topic: Pro-Forma Against..
Started by: lev_lafayette
Started on: 2/4/2005
Board: RPG Theory


On 2/4/2005 at 2:15am, lev_lafayette wrote:
Pro-Forma Against..

Please excuse the lateness of my response. I'm new here.

Seeming that everyone has said "right on", I'm going to try to take the best possible negative argument.

Combat systems are detailed because of two related factors. Firstly, combat systems are a "life and death" issue. They are pretty damn important for the survival of the character. Secondly, combat systems belong in "tactical time" rather than "narrative time".

Photography, whilst being "tactical", at least for snapshots, doesn't quite have the same existential importance as facing sudden evisceration from a Komodo dragon. Gradual death resulting from dehydration has the same net effect (i.e., a corpse) but lacks the same temporal urgency.

I think that's about as good an argument for detailed combat systems I can think of.

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On 2/4/2005 at 2:37pm, Mike Holmes wrote:
Combat systems (split from rant #3)

Welcome Lev,

If somebody hasn't already mentioned it, standard procedure around here for old threads is to leave them lie and start new threads if you want to discuss the issues (often people doing so provide a link back to the original post).

But, anyhow, I'll address your point, which I'm sorta glad you made. It'll kinda cap off the general discussion about the topic by actually looking at the opposing veiw more closely, and why I don't buy it.

Basically, your argument is a circular one. Yes, if combat is life or death in your game, and if it's handled tactically and not dramatically, then, of course you need to look at it in detail. The fact is that this is simply not neccessary.

In point of fact there are many games where combat, though possessing the theoretical potential for characters to die, doesn't include the mechanical chance of it happening at random. If we're to assume that any activity that could possibly lead a character to gettting killed must automatically be looked at in such detail, then eating should be handled with a detailed system - after all, one could choke to death. More in line with adventure games, how about climbing? Certainly those same games that make combat detailed because it's potentially lethal also have rules for "falling damage." Well, those same games usually make any climbing attempt into one roll. Why not special rules for finding handholds along the way? Rules for using special climbing techniques in certain situations? These games seem to think that the potential for death alone isn't quite good enough to include detailed rules for everything that could cause it.

I'd argue that climbing is pretty "tactical," too. Ask any climber, and they'll use combatative terms to detail their ascent.

In any case, anything can be handled dramatically. Again, there are games that exist that do not have any rules that can handle combat per se, in which combat can only be handled dramatically. And they work fine. So, again, there's no absolute imperative reason why you must have a combat system in your game.

Now, it seems quite possible that you might be saying that for the games that have combat systems, that they make sense. That may be true, but it doesn't address the point of the rant. As I've said before, I'm not saying that games shouldn't have combat systems, or that any particular game that does have one is wrong to have had it. I'm simply saying that the assumption that every game needs a detailed combat system is simply incorrect. That in looking to design a new game, one needs to consider whether or not it really makes sense for their design.

And that, in fact, the acutal percentatage of games that need combat systems is much lower than the percentage that do. Yes, that means that I can point out games that I think would be much, much better without detailed combat systems. Because, again the designers of those games have made the same circular argument that you have. RPGs have combat systems, therefore my RPG has to have a combat system, which makes the game combat oriented, which makes it right that I have a combat system. Assuming that you need to have a combat system because most other RPGs have one is ignoring the fact that it's simply a choice.

Now, if you've consiously decided that your game is about combat, and I mean about it, not just that combat "might" happen, and that therefore we "must" put a combat system in; if one decides that their game is really all about the fighting, then, as I've said above, of course it's important to have a combat system in that case.

But I'd argue that this thought process just isn't followed in most cases. Again, does a game about Mafia violence have to have a combat system? No, in fact I think that a combat system would do substantial harm to the themes of a game meant to emulate something like the show "The Sopranos." Yet most designers would look at such a design and go directly to thinking about how to put together the combat system, without even considering whether or not they should have one. Combat systems have traditionally been perfunctory. When they should be a concsious, and well considered choice.

Mike

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On 2/4/2005 at 2:44pm, Ron Edwards wrote:
RE: Combat systems (split from rant #3)

Hello,

The above two posts were split from Mike's standard rant #3: combat systems. Everyone, please feel free to contribute to this new thread.

Best,
Ron

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On 2/4/2005 at 3:21pm, Jinx wrote:
RE: Combat systems (split from rant #3)

Photography, whilst being "tactical", at least for snapshots, doesn't quite have the same existential importance as facing sudden evisceration from a Komodo dragon. Gradual death resulting from dehydration has the same net effect (i.e., a corpse) but lacks the same temporal urgency.


There are lots of reasons to make a detailed combat engine. In principle, though, they're the same reasons to make a detailed engine for any other aspect of the game:

A: You want to emphasize the importance of that aspect of the game.
B: You want to accurately portray a particular vision of that aspect.
C: You want to give players detailed control over that game because it's fun to mess with the fiddly bits in that way (what Ben Lehman's been calling 'Toy Quality')
D: Other reasons I'm not thinking of at the moment.

Without talking about the other reasons, the thing about A is that it's not the importance of the combat that makes the rules more detailed, but exactly the opposite. A game like D&D emphasizes combat because its' fun, interesting, and there are lots of options when you engage in it. HeroQuest, conversely, treats all arenas of conflict the same (social, spiritual, physical, etc.) but increases the detail the more important the conflict is.

Which has more immediacy and importance, a tavern brawl or a tense diplomatic negotiation? In your campaign, the brawl might be more important, but that's a matter of the players' situation, not the events the system is attempting to descrive. In the straightforward terms you're using, the diplomatic meeting would probably have more important effects and can easily be made as gripping.

Think of a movie. In a war movie, the emphasis is on the combat; the director is likely to lovingly play out the setup for the big set-piece battle at the end, and during the fight show each character blazing away with guns, diving for cover, etc. That same movie would gloss over the meetings, the plans etc. except inasmuch as it lends import to the combat. In a courtroom drama, the director emphasizes the interactions between the characters, the arguments, the tense decisions, and plays each one of them out at length, while skipping past the actual murder in a few minutes.

It's exactly that drawing out of detail by the system that emphasizes a given part of the gameplay.

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On 2/4/2005 at 3:35pm, Marco wrote:
RE: Combat systems (split from rant #3)

I've said this before--but I want to make this point here.

1. I think Mike is essentially right.
2. I'd change the word from "important" that's used when describing what a game 'is about' to "exciting."

When we played James Bond we rarely had car chases even though they are part of the genre and were one of the strong points of the game--when we did have car chases they were fantastic.

Why didn't we have too many? The reason was that we played with pretty big groups and they mostly tried to stick together and thereore most people weren't in a single car in the way you need for a car chase.

We got our excitement from other places.

But, man, the James Bond car-chase rules with the bidding were *exciting.* But if you told me James Bond is 'about' car chases, I dunno if I'd express it that way.

So, yes, combat is exciting. So is negoitating a deal. So is seducing a lover. So is ... well ... maybe casting a spell could be exciting and you could make a magic game where, when it's time to do magic you get into this tactical, decision based, drawn-out process of casting magic and controling (or being controlled by) the forces you are invoking.

If you do that, and no one plays a mage in a given game, they aren't doing it wrong--but clearly, as a designer, they thought the magic system was gonna be *exciting* so they put in detail.

[ My thoughts on this go a bit further. General conflict systems, like Risus, can be very handy for treating everything the same way--in some cases a given person (me) may find this good for something like combat (where I can roll the dice and imagine what happens) and poor for others (courtroom drama) where I can roll the dice and get a result--but unless someone actually makes an argument that convinces me a success may seem hollow.

Secondly, there is the Toy Quality argument. Any system can have Toy Quality, it's true--however a lot of general resolution systems may be seen by individuals to lack it. I'm less sure about this--but I think it's an interesting line of speculation. ]

-Marco

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On 2/4/2005 at 9:30pm, Wolfen wrote:
RE: Combat systems (split from rant #3)

I think one of the important points to make is that "death" isn't necessarily important to a game. Some popular, well known games require death as part of character creation, after all.

What is important is what restricts or removes a character from play. In most games, death does this. In a lot of games, there are other mechanics which restrict and remove a characte from play, like an enforced retirement mechanic, or somesuch. In the theoretical photography game of the original post in this thread, the possibility of death as a specific means of character restriction/removal is unlikely and deemed unimportant, and as such, there would be no rules to cover it, and there should be no rules to cover it. However, if being beaten out in some photographic contest can force one PC or another to hang up the camera, then there damned well better be a good system for it.

When you realize that death and injury aren't necessarily important, then you alleviate the necessity of combat systems. When you decide that death and injury are important, then you increase the likelihood of a detailed combat system being appropriate.

And yes, all instances of "important" in this post can probably be replaced with "more exciting".

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On 2/4/2005 at 10:12pm, lev_lafayette wrote:
RE: Combat systems (split from rant #3)

OK, let's run with this pro-forma argument further.

1. Circular argument

Yes, if combat is life or death in your game, and if it's handled tactically and not dramatically, then, of course you need to look at it in detail.

I'm struggling to think of a situation where violent conflict between characters is not a potentially life/death situation. Yes, where there is unambigious advantage one way or another, I guess there is no need for a combat system, and dramatic narrative can play it out, e.g., a seventy-year old cripple is no match for the government-sponsored psycho with an assault rifle in a systematic sense (they may have a chance to get out of it in dramatic narrative, tho').

2. Choking and Climbing

The argument that the events occur in tactical time and have existential import are correct; in that sense I agree with you. In which case I guess I'd have to add to a third factor; that these activities do not require a detailed system on the grounds that one is not facing an active opposing force with a will of its own. This would be the sort of argument I'd would use against the "Mafia violence without a combat system" suggestion. As a PC possibly facing I would want a combat system to exist, rather than being subject to what would ultimately be GM fiat albeit influenced by narrative contributions.

3. Other exciting actions.

Marco is quite correct in suggesting that negotiating a deal, seducing a lover etc can count as exciting. I have no debate with that. However I don't think that a failed negotiation or a failed seduction in itself results in character mortality.

Again, these are just pro-forma arguments whilst I think that a combat system should be included, assuming the setting does have an element of violent danger arising from opposing characters.

Note bene: the argument about "death" can follow Wolfen's definition of "restricts or removes a character from play".

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On 2/4/2005 at 10:33pm, Mike Holmes wrote:
RE: Combat systems (split from rant #3)

Lev,

I could come at your argument from a ton of different angles. For example, I could point out that people rarely die in boxing matches (when it happens, it's not the intent). One of my points is that very little actual violence by people is indended to kill the other person. Even in "combat" situations, it's actuall considered tactically superior to injure an opponent than it is to kill them. So if nobody is actually trying to kill anybody else, why should it be an inevitable part of what's otherwise lethal conflict.

But we don't even have to go there. What if the game just isn't about combat? What if the RPG is about high stakes finance? Would it make sense to have a combat system in that game? What would the argument for it be? That somebody might get into a fight?

The statement you've quoted is out of context. I didn't mean that combat couldn't be life or death, but that it just isn't in some games. Take InSpectres, for instance. A comedic game. In that game you can accumulate stress, and it makes it harder to do things, but you can never, ever get your character killed. Because the game isn't about exploring the possibility of death.

In Hero Quest, a game that implies lots of violence of the traditional fantasy sort, there is no rule that says, "Oops, rolled X, now your character dies." Nope, you simply can never lose your character unless the GM says it's time for him to die.

Do you suggest that there's something wrong with these games? If not, then you agree with me that combat doesn't have to have the sorts of dramatic weight that you insist that it does.

The tradition in RPGs is for character death to mean that the player is out of the game. This is the real reason why it's seen as so important. It's the ultimate condition of losing the game, or being unable to participate anymore. When that's no longer the case, suddenly there's much less reason to have to worry about it.


As far as having an "active opponent" again, I can point to successful games where that makes no difference to how resolution is conducted. So if it works for those games, then why can't it in others? In Hero Quest, combats are conducted in precisely the same way as any other conflict, for example. And people love to play the game. So how is it true that combat must have special rules for it?

If your argument is not that combat must have special rules to satisfy all players (not just yourself), then you're not arguing against me.

Mike

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On 2/4/2005 at 10:59pm, xiombarg wrote:
RE: Combat systems (split from rant #3)

Wolfen wrote: I think one of the important points to make is that "death" isn't necessarily important to a game. Some popular, well known games require death as part of character creation, after all.
I think this is an important insight. Lev's argument presupposes you WANT your character to live.

This may seem obvious, but it isn't. Depending on what you're trying to do in the game, you might want your character to die, but only want to control the method of his death. That argues for detailed rules on death, but not combat -- making it possible for the character to die choking on a chicken sandwhich, as Mike talks about.

And this isn't even getting into genres where it's next to impossible for characters to die. In Toon, no one ever dies -- their cartoon character Falls Down. So, combat isn't a life-and-death situation then. So do you need special rules for combat? (Maybe you think you do, because violence is a big part of cartoons, but it certainly isn't a priori the case.)

Imagine a world where people can't die. If someone is killed, they're just restored from a backup or cloning system of somesort -- some sort of hypertech indistinguishable from magick. Violence is, at most, annoying. More important is the SOCIAL situation -- you have to live with that. I would argue that in such a game, you don't need detailed combat rules at all -- as it ain't life or death. But you do need detailed social interaction rules...

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On 2/5/2005 at 2:05am, CPXB wrote:
RE: Combat systems (split from rant #3)

In addition to what Mike said about stuff like boxing being violent but rarely lethal, there's a whole genre of RPG that is very violent but in which violence rarely, if ever, leads to death: superhero games. (And even when death does happen, it's rarely permanent.) Reflecting the source material, in most superhero games it is massively difficult to actually kill someone though violence is very common. Most of the superhero games I've played in -- outside of one ill-starred attempt to play GURPS Supers, which was amongst the bloodiest games I've ever been in, hehe -- go their entire distance with no death at all.

And like Wolfen said, yeah, in some games death isn't that big a deal. This is true in many D&D games, for instance. I mean, in high-level D&D games, a character generally stays dead for a whole turn! Death is trivial. So to say that combat should be given massive priority because character might die isn't true in, ironically, one of the RPGs that is closest to RPG's wargaming roots.

So, in the first place, there is a whole popular genre of actual RPGs that are very violent but in which violence rarely leads to death, and in the second place there are a bunch of games in which there is a lot of death but it hardly means the end of the character.

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On 2/7/2005 at 12:11am, lev_lafayette wrote:
RE: Combat systems (split from rant #3)

Just to clear up repeated misconceptions I agreed with Wolfen's more precise definition. I think to be even clearer the statement "of existential import(ance)".

Using that definition then combat systems do become relevant even with death, finito, is not a great probability (e.g., Toon, InSpectres, and high level games) or even when it is extremely common (e.g., Paranoia).

I would also apply that to the (rather good) example of boxing. Sure, "death" isn't an issue there, but the issues of "tactical time", "existential importance" and "active opponent" apply. A roleplaying game about boxing that doesn't have a combat system would be pretty weird.

(I won't comment on Hero Quest because there's a multitude reasons why I think that game is one of the worst games ever produced - and this is from someone who has been playing RuneQuest since 1981. )

Now, what about those games where (using pro-forma necessary and sufficient conditions) of "existential importance", "tactical time" and "active opponent" do not apply?

I guess my answer to that is, "ummm... why are you actually playing this, rather than living it?".

Probably on that note, we're in furious agreement.

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On 2/7/2005 at 1:23am, LordSmerf wrote:
RE: Combat systems (split from rant #3)

Lev,

Would you also say that it is important for games to have detailed "Diplomatic Combat" systems too? I mean, rhetoric takes place in "tactical time", it is against an "active opponent", and it is of "existensial imporance". You could easily get into a debate with the local authorities who suspect you of treason. Failure to win that debate could result in your execution.

Now, my feeling is that you will say, "No, this isn't what I'm talking about." And that's cool, what exactly are you talking about? I also want to point out that (probably unintentionally) you keep redefining your definition of what makes something require a "combat system" in order to make it apply to combat. That's cool, but I just wanted to point out that it looks highly circular from where I'm sitting.

Thomas

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On 2/7/2005 at 2:55am, Mike Holmes wrote:
RE: Combat systems (split from rant #3)

Lev, I'm afraid that you're going to have to address the HQ argument. Are you saying that nobody could possibly like HQ? Can't be that, since, for example, it's my favorite game. So what's your counterargument?

If it's just that you don't like games that handle the conditions that you come up with in the manner that HQ does, then you're just talking about your own personal preference. Which I allow for. Again, if it's the designers considered opinion that such a game needs such a system, then he's right to put it in. All I'm concerned with is that they've considered that there's a viable alternative. If they've played HQ, and can't stand it, then no, of course I don't expect them to make a game that way. But if they're just assuming that combat systems make sense without even considering the alternative, then they've made a mistake.

You've allowed that there might be certain types of games where combat systems don't make sense. So, really, I don't think you're arguing against me.

Mike

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On 2/7/2005 at 4:57am, b_bankhead wrote:
what is a 'combat system"? and who says combat is excit

lev_lafayette wrote: OK, let's run with this pro-forma argument further.



Again, these are just pro-forma arguments whilst I think that a combat system should be included, assuming the setting does have an element of violent danger arising from opposing characters.



Well I believe that ALL systems require a combat system in the sense of 'methods to resolve violent actions."

But that is NOT the same thing as saying you need a system for combat which is totoally different and unrelated to other kinds of resolution. This is a completely different issue.

It seems to me that Lev just likes 'crunchy' combat systems as much as I dislike them and will modify his definition to whatever is required to make them 'necessary'.

For example I could argue that medical skills should requiire a complex resolution system because medicine poses an 'existential' risk (at least for the person being doctored on), that an infection is an 'active' opponent,(While a bacterial infection' might not have a will of its own,and do we really know that it doesn't?, a 'plague spirit' certainly might..) that healing occcurs in 'tactical time' (whatever that actually is) and is 'exciting' (at least for people who find medicine exciting, another circular definition).

But I'm certain Lev could come up with a definition to ace out that too. (As could I if I were enamoured of combat systems and really wanted to 'prove' they were necessary.)

By the way who says combat, particularly in 'tactical time' is necessarily exciting? I swore off D&D permenently because I found miniatures wargame style 'tactical time' combat to be as exciting as watching paint dry. And since 60%-80% of the time in the D&D games I was in was spent dealing with combat, it didn't make for a very interesting rpg session.. .combat is exciting to people who find combat exciting...

The fact that most of the various 'heartbreaker' games that I have seen are essentially combat systems with roll under resolution systems for everything else, leads me to conclude most rpg designer are thinkng almost entirely about combat to the exclusion of almost anything else. It leads to games where combat is 'important' because it's really the only thing the system does.

The most common advice I give to rpg designers is to design their physical combat systems LAST. This forces them to break free of the conditioning of typical repetitive rpg design and actually give consideration to what else people are doing in this game, and makes them consider the question of just whether or not they need a 'combat system".

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On 2/7/2005 at 10:41pm, lev_lafayette wrote:
RE: Combat systems (split from rant #3)

For those who have not noticed, can I reiterate that what I'm presented is a pro-forma argument. In other words, I am not necessarily supporting the point of view I'm arguing for. I am interested in pushing an argument for the purpose of testing (and perhaps improving) the initial proposition. So in that sense as well, the propositions I've put are subject to change as well. Heck, I may end up agreeing entirely with Mike's rant.

All I'm trying to do is present, in a systematic way, why I felt unease with the original post and in particular the examples of the photographic snapshot and the thrown camera. My initial thoughts were "What, don't I get a chance to dodge?" and "Why did it hit my head? Why didn't it hit my leg, instead?" and "Hey, someone could get killed with that!".

If extra precision is what is being defined as liking "crunchy" combat systems, that I accept that charge. I do think particular circumstances (as mentioned, tactical time, existential import, active opponent with its own will) demand different levels of detail than those who do have this criteria. Oh, and yes, I does make sense to apply combat-like rules to things like the attempted takeover of a "plague spirit").

With regards to use of Diplomacy skill, I had previously addressed that. Basically, Diplomacy itself is not a matter of "existential importance", although the results arising from diplomatic debates may have that criteria. To give a practical example, shouting in the face of a local greengrocer and accusing him of sexual acts with small animals is likely to result in a minor tustle. Doing the same to Kim Il-Jong will probably result in a bloody war. But both can do similar physical harm armed with a knife.

Finally, although it is OT, I don't like HeroQuest because of it's lack of differentiation between traits and skills (I don't care how well trained you are, there are certain things which a physically impossible for some people) and I don't like the resolution system (lack of combat-specific mechanics aside). I do however think Glorantha is one of the better fantasy worlds on the market. In a nutshell however, I prefer RuneQuest.

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On 2/8/2005 at 12:55am, M. J. Young wrote:
RE: Combat systems (split from rant #3)

I had toyed with throwing this into the mix last night, but I was short on time and there were already a lot of good points raised so I didn't.

But after Lev's latest post, I'm moved to bring up Legends of Alyria as an example that supports the rant.

In Alyria, there are no "fights" as such. That is, such scraps may or may not occur, but there is no direct means of resolving them in the traditional sense. Rather, there are what we might call confrontations. This can be as direct as two people coming face to face in anger or as indirect as one person trying to use his contacts to determine where within fifty miles the other person is hidden.

In resolving a confrontation, there's something of an elaborate process through which each side picks which scores will be used. Then each side rolls against its target score. The dice determine which side wins the confrontation, by what kind of margin, and who narrates what happened. No character dies unless that character's player determines that this is the right moment for that to happen, for the sake of the story. All major protagonists and antagonists are player characters, so all such confrontations are between player characters.

What actually happens in such a fight depends on how the players decide to tell the story. Does the villain glare at the hero, intimidating him such that he retreats? Does the villain gain an advantage by grabbing a hostage and so winning by escaping? Does the villain draw a weapon and wound the hero? If the villain won this confrontation, his player gets to decide how the story goes at this point, always with a view to creating a story everyone is going to enjoy in the end.

But there is no mechanic for any of the details. There aren't even an equipment list. If the villain says he draws a weapon and everyone agrees that he probably would have a weapon, then he has a weapon and he draws it. If he says he wounds the hero and the dice gave him the credibility to say that, then that's what happened.

For decades we've heard people argue about "roleplaying versus roll-playing"; but Legends of Alyria takes a major step toward making story come from what the players think should happen instead of what the dice say, while still maintaining dice as a directing authority over how things twist and turn in play.

I hope this helps.

--M. J. Young

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On 2/8/2005 at 4:11am, Wolfen wrote:
RE: Combat systems (split from rant #3)

So Lev..

Would you be for a conflict system which was flexible enough to portray competitive photography, battling a plague spirit, and a duel of swords in "tactical" time?

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On 2/8/2005 at 4:34pm, Mike Holmes wrote:
RE: Combat systems (split from rant #3)

lev_lafayette wrote: All I'm trying to do is present, in a systematic way, why I felt unease with the original post and in particular the examples of the photographic snapshot and the thrown camera. My initial thoughts were "What, don't I get a chance to dodge?" and "Why did it hit my head? Why didn't it hit my leg, instead?" and "Hey, someone could get killed with that!".


See, this keeps coming back. You say, if the situation is XYZ, then you must have a combat system. Where's your rationale? When it comes down to it, your answer is "it doesn't feel right if you don't."

But the fact is that this is only the preference of the person making the pro forma argument. There are others who feel differently. So, given that preferences on this go either way, how can you say that you must always dissapoint those with the opposite preference? That it's not valid for anyone to design a game that works this way. People have, and these games are played successfully. The people who play them think that they're superior in terms of their enjoyment.

So, as I've said, there's a neccessary choice being made. Now, the standard design methodology is simply to not consider the opposing methodology at all. In fact, I'd argue, that most of the games that do have combat systems were designed as they are because almost all RPGs are that way. That is, there's a circle of reinforcement going on. Was Top Secret really meant to be about creative ways to kill people while spying? Or was it meant to be about syping? We'll never know (unless the designers want to come forth and say so). But I can guess that they created the game by adjusting from D&D - TSR game, has levels, etc. D&D was based on chainmail, a wargame, so, of course it had a combat system, too. So you have this chain of similarity on this issue reaching back to the wargaming roots of RPGs. At some point somebody said, "Wait, we really don't need to have this assumption." And they did something different.

I don't blame the people who made those earlier games for how they did it. They did what they knew. But you end up with combat heavy games. And that's just not neccessary. So, going forward, what this rant is saying is, think about it. It's just not always neccessary.

Any problem that somebody has with my particular examples is missing that point. They were meant to try and explain the viewpoint. If they don't help, ignore them, and focus on the point.

Mike

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On 2/8/2005 at 10:15pm, lev_lafayette wrote:
RE: Combat systems (split from rant #3)

1. Legends of Alyria

Probably one of the better examples of extremist Narrativist design. Player influence on storyline and gameplay through dramatic expertise is something which I have long advocated (indeed, I had the idea published in a game system in 1993 - was that a first?). Although I must say that the way that Alyria is designed and played puts it in an entirely different class of game. I may even be so bold to suggest that it's not a "role-playing" game but rather "story-developing" game. Whilst there is nothing wrong with that (indeed, it is magnificant idea), I think it is pertinent to issue at hand.

2. Photography, Plague Spirits, Swords

For the reasons previously stated; photography is a no, plague spirits is a yes and swords are a yes. Even if all three occur during tactical time, a photography contest is not a situation where the competitors are in a physical or paraphysical conflict with each other that can cause harm from the action itself.

3. "It doesn't feel right"

I guess most of the reason for this is that it comes down to the simulation side of things. Combat is fast and furious, and to have something that ultimately comes down to narrative descriptions and a far dose of GM or even player fiat "doesn't feel right". The conditionals I suggested before are the ones I think deserve more emphasis on simulation rather than narrative.

If, as Mike restates, the central point of his argument is that early rpgs were overly combat-heavy due to a historical connection with wargaming, I have no disagreement. If the secondrary point is that this makes combat systems unnecessary, I have some doubts, based on the conditionals provided.

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On 2/8/2005 at 10:54pm, komradebob wrote:
RE: Combat systems (split from rant #3)

Just to reclarify, Lev:

Discussion of rpgs that do not reasonably expect to have combat as a part of the game have been removed from this discussion?

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On 2/8/2005 at 11:41pm, Wolfen wrote:
RE: Combat systems (split from rant #3)

Lev,

I'm gonna try one last time, then I think I'm just gonna give on this discussion.

In my question I should have made clear that the stakes of ALL three types of conflicts involves "damage and death" in the sense I defined, as something that restricts or removes the character from play. This includes the photography scenario as well as the swordplay and plague spirits.

What I'm asking is if a conflict system which can portray all three types with equal ease, in tactical time and with the "existential importance" (ie, damage and death as defined above) bits intact would be an acceptable conflict system to you?

I'm asking for either a yes or a no. Either a system which can handle all three equally well is good, or it's not good. I'm not proposing a system which can handle two of them but not the third, or any other ratio. It's an all or nothing question.

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On 2/9/2005 at 4:03am, komradebob wrote:
RE: Combat systems (split from rant #3)

Lev:
Quick tangetial question:

What do you feel is the out of game effect of a player's character dying as a result of combat or other threatening situation?

I ask because I think this bears relation to both Mike's rant and your pro forma arguments.

Robert

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On 2/9/2005 at 4:40pm, Mike Holmes wrote:
RE: Combat systems (split from rant #3)

lev_lafayette wrote: I may even be so bold to suggest that it's not a "role-playing" game but rather "story-developing" game. Whilst there is nothing wrong with that (indeed, it is magnificant idea), I think it is pertinent to issue at hand.
Two points. You're trying to make an argument that a design of this sort is not an RPG. Well, that requires having a good definition of RPG, which nobody has. In any case, for every argument that you can come up with that says that Alyria is not an RPG, I can find one that says it is.

In any case, I'm willing to stipulate to the fact that some of these games may not be traditionally what's called RPGs. I say this about Universalis all the time. To which I follow, so what? What if they're not RPGs? Does that still mean that it's not a design decision? If you're saying that this is the difference between RPGs and thes "other" games, then, yes, what I'm asking designers to do is to consider the possibility that they might want to create some "other" sort of game.

To me it's just another form of RPG, but what does the categorization matter?

I guess most of the reason for this is that it comes down to the simulation side of things. Combat is fast and furious, and to have something that ultimately comes down to narrative descriptions and a far dose of GM or even player fiat "doesn't feel right". The conditionals I suggested before are the ones I think deserve more emphasis on simulation rather than narrative.
But, others do not. So this is a matter of preference. So, again, something that a designer needs to think about. Again, to prove me wrong, to prove that combat systems are mandatory in these cases, would be to prove that players can't have fun in these sorts of situations, using a system to resolve them that's no different from resolving any other sort of contest. And that's patently untrue.

If you want to look at this as a poliltical statement, I'm saying, "I (and others) like games like I'm describing, so people should consider making more." You're saying, "No, they shouldn't, because I don't like games like that." I'm at least allowing for your preference, you're not for mine.

If, as Mike restates, the central point of his argument is that early rpgs were overly combat-heavy due to a historical connection with wargaming, I have no disagreement. If the secondrary point is that this makes combat systems unnecessary, I have some doubts, based on the conditionals provided.
No, the primary point is that combat systems are unneccessary. But you're over-reading that term. They're unneccessary in the same way that it's unneccessary to put salt on your pizza. Some like it, some do not. It's unneccessary meaning not mandatory - games can work without it. Again, the usual method is to assime that its mandatory, and include a combat system despite the fact that it may happen that the game they're designing might be better off without one. All I'm trying to do here is to break down the perception that every RPG must have a specialized combat system. That it should be a well considered choice.

Mike

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On 2/9/2005 at 9:55pm, lev_lafayette wrote:
RE: Combat systems (split from rant #3)

1. Non-combat RPGs

On this point I sort off agree entirely with Mike, although certainly not to the degree he seems to have proposed (ssee (4) below). I would be perplexed about a game where combat situations are not just unlikely, they reach the stage of the virtually impossible - and this is from a GM who who regularly run games where months fly by without any combat whatsoever, including when PCs are in "dangerous lands".

2. Photography, Combat Systems and Swordplay

As mentioned previously, photography does not count, in a similar manner that diplomacy doesn't. The act of photography does not cause damage. Results may arise from the act afterwards but they are independent actions.

Actually, I can think of an exception; certain South American indigenous tribes (Peruvian, iirc) who believe that photographs damage one's soul. In which case there should be rather than just a single skill roll determining relative success, there should also be a means to determine the degree of resistance to the act (certainly not an issue in most acts of photography!) and effective damage to the victims spirit. That would be far preferable to the GM saying "OK, he aims a camera at you and rolls a 15. Hey, that's pretty good. You now have no soul".

3. Out of Game Effect

This is a very good point, and I'm very glad it was raised. Because it actually comes down to the enjoyment of the game.

Whilst this is subjective according to the player in question, I think that most players prefer additional detail in "tactical time", some additional randomness, extra layers of resolution etc, as it aids the suspense of the narrative and at a point where their character has the spotlight on them. As I stated earlier in this thread, there is no reason why a narrative system should not be used when there's vast levels of inequality (the psycho with the assault rifle versus the unarmed seventy year old cripple). Resolving that in detail would just be gratitious. But where there is a reasonable level of equality in physical and paraphysical conflict there is a particular type of suspense which, imo, deserves extra detail.


4. Testing Standards

If the standards of testing are as Mike suggested in his last post, then it is certain that I cannot "win" this argument (which I'm not trying to do anyway). To put this on the level of "it's a matter of preference" versus a alleged mandatory alternative I think is a little unreasonable. Everyone (or at least everyone sane) prefers preferential choices over enforced ones, so that's a bit of a strawman and indeed quite unfair to suggest that I am somehow recommending a curtailment of one's design or playing liberties. I'm not playing RPG-cop. So let's dispense with that, 'kay?

The conditionals developed in the course of this discussion were to make (as I stated in the initial post) the best possible negative argument, and indeed, the only negative argument. Surely this is beneficial to the original proposition, isn't it?

To my reasoning, the key point of the argument was, as per Mike's original post (in bold no less) "If you don't want combat to be the focus of a game, do not include special rules for it. Especially if you don't include special rules about anything else."

On this point I will continue to promote an alternative point of view, among the chorus of agreement. Even if combat is not the focus of a game there are certain critical circumstances that may arise which make additional detail preferable.

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On 2/9/2005 at 10:10pm, LordSmerf wrote:
RE: Combat systems (split from rant #3)

lev_lafayette wrote: On this point I will continue to promote an alternative point of view, among the chorus of agreement. Even if combat is not the focus of a game there are certain critical circumstances that may arise which make additional detail preferable.


Lev, the question here is: "Preferrable to whom?" We've already established that combat is not what this game is about for the designer. You may have combat, but we don't want to focus on that. If you as a player have picked this game then you shouldn't really be expecting a lot of combat.

You use the word "preferrable" which makes this necessarily about opinion doesn't it? And as you said, you can't win an argument like that.

Thomas

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On 2/10/2005 at 2:19am, lev_lafayette wrote:
RE: Combat systems (split from rant #3)

As I have already mentioned I'm not going to claim mandatory requirements versus individual tastes. There are individuals out there who prefer Hagar The Horrible to the Poetic and Prose Edda when it comes to literature in a Nordic setting. Arguing with such people about literary standards is a waste of time, because to them it comes down to "but I like it!", and on a political level, that's fine. I would never advocate that people aren't allowed to have appalling standards of taste.

Let me point out that it was the rant which made a proposition which reads pretty mandatory to me: "If you don't want combat to be the focus of a game, do not include special rules for it".

I have already cited reasons why most players may prefer a detailed resolution system, even if combat is not a focus of the game, a gamist answer, if you like. The conditionals I provided may provide a simulationist answer, certainly something for finnicky designers to mull over. I don't think there really is a narrativist answer one way or another. That's really always up to the GM, and is variable as they are.

Ultimately my suggestion is that there may be very good reasons on why "special rules" are appropriate whether or not combat is a focus of the game. All I'm trying to do is nut out what is the best possible argument for such "special rules".

So perhaps the original proposition may need slight modifications. It's not a big deal. We're adults here and I don't think anyone will or should get precious about a pet theory. Propositions are made, they are tested and modified as necessary. That's how knowledge improves. That's how roleplaying games have improved...

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On 2/10/2005 at 2:51pm, Mike Holmes wrote:
RE: Combat systems (split from rant #3)

lev_lafayette wrote: Everyone (or at least everyone sane) prefers preferential choices over enforced ones, so that's a bit of a strawman and indeed quite unfair to suggest that I am somehow recommending a curtailment of one's design or playing liberties. I'm not playing RPG-cop. So let's dispense with that, 'kay?
You're misrepresenting my position. I haven't said that you're saying these things. I've said precisely that I don't think you're saying these things. And so not arguing against me. I've said it like three times now.

The conditionals developed in the course of this discussion were to make (as I stated in the initial post) the best possible negative argument, and indeed, the only negative argument. Surely this is beneficial to the original proposition, isn't it?
Yes, absolutely this is a good idea. The problem is that you're arguement doesn't disprove anything that I'm trying to prove. I'm pointing out what the counterargument to mine must be in order to negatively point out my position. If your argument is not that, then you're not arguing with me.

To my reasoning, the key point of the argument was, as per Mike's original post (in bold no less) "If you don't want combat to be the focus of a game, do not include special rules for it. Especially if you don't include special rules about anything else."

On this point I will continue to promote an alternative point of view, among the chorus of agreement. Even if combat is not the focus of a game there are certain critical circumstances that may arise which make additional detail preferable.
The problem here is with the term focus, a very subjective term. What I'm saying comes down to a tautology - if you don't want extra detail in combat, because the game is about something else, then don't add combat systems in. And this is a needed statement. I know that there are designers out there who are putting combat systems in games, not because they thought about it, but because it's just "how RPGs are made" as far as they're aware.

I'd argue that if you're looking at your design, and saying "it's about X, but it still needs a combat system," that you're deciding to create some focus on combat. May even be minimal, and it may not really detract at all from the main focus depending on how it's done. But, again, I'm winning the argument by making my definition of focus fit.

What I have clarified my statements to mean in the original thread, even before your points were brought up, is not that you can't make a conscious decision to include a combat system. Just that if you're consciously doing so, you're deciding to put some attention on those sorts of details. Which is fine if that's really what you want. Again, all I'm really against is designers putting in combat systems without considering that there's an alternative.

So don't make a straw man out of my position either, in order to have something to argue against. I'm not saying that one shouldn't have combat systems, just that it's always a choice that should be based on understanding the choices available. If you look at the original thread, my arguments evolved over the course of that discussion, and you can find my real POV in all of that material, not just the original rant.

Put another way, people won this argument you're making against me long before you did.

I like the original rant, because it's intent is to break the "matrix." Unlike yourself who I think at least understands at least rationally that there is an appeal for alternative games for players like myself in terms of how combat is handled, there are people who simply don't understand that things can be handled this way successfully. They don't know that there's an option. The rant is intended to make people understand that there's no one absolute way to handle resolution about these things. So that people can look at the problem heads up, and make an informed decision. And if they then decide to go with special combat rules, that's fine. No matter what the "focus" is supposed to be.

Now, there's a whole 'nother argument implicit here, the whole "do rules create play focus." Believe me, we've debated that one to death. And I'm willing to at least consider the opposing viewpoint that you can have detail without creating focus. Again, however, I think that it should still be a conscious choice, not one caused by merely following tradition.

Mike

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On 2/10/2005 at 9:48pm, lev_lafayette wrote:
RE: Combat systems (split from rant #3)

Mike Holmes wrote: You're misrepresenting my position. I haven't said that you're saying these things. I've said precisely that I don't think you're saying these things.


I was actually referring to the comments by lordsmerf, which should be evident.

The problem is that you're arguement doesn't disprove anything that I'm trying to prove.


On this we'll disagree.

The problem here is with the term focus, a very subjective term.


What's subjective about it? Dictionary.com for what it's worth in this context claims "A center of interest or activity". Now I would say that there a good reasons for special rules and extra detail in a combat system even if you don't want it to be a center of interest or attention - and "center" (or centre, as I prefer), certainly isn't subjective!

I know that there are designers out there who are putting combat systems in games, not because they thought about it, but because it's just "how RPGs are made" as far as they're aware.


I recognize that's the spirit of your post. All I'm suggesting is that the letter could be tightened up, or rather, elaborated.

Again, however, I think that it should still be a conscious choice, not one caused by merely following tradition.


Well, that's a universal truism.

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On 2/11/2005 at 1:56am, Dauntless wrote:
RE: Combat systems (split from rant #3)

I believe the major point for including detailed combat is to heighten the sense of importance, player sense of control (freewill), and tension.

While it's true that any task resolution can be very detailed (especially life threatening ones), the idea in game design is to focus on the aspects that you the designer feel are important. The bottomline is that there are two polar opposites to resolving game actions: arbitrary fiat, and rules based. In an arbitrary fiat system, the GM or some other colloborative system essentially determines the outcome of an event in order to derive an effect from a cause. The other option is to utilize some kind of rules-based system in order to (help) determine what happens.

Now, there are actually two kinds of rules-based systems, finite deterministic, and non-determinate finite. The first kind is essentially a kind of state machine: given inputs A, B, and C, you get output D. There is no random process or indeterminate process going on. In other words, it's formulaic (many diceless games use some kind of rule system like this). Non-deterministic systems however are stochastic and have some sort of random probabilistic element. However, it still obeys a set of rules. In this case, given inputs A, B, and C, you have a 20% chance of output D, a 30% chance of output E, and a 50% chance of output F. As an example, Chess is a finite deterministic game, whereas most conventional RPG's are non-deterministic.

What makes non-deterministic rules systems interesting is the unknown factor. It creates a sense of tension so that outcomes may or may not ever be 100% guaranteed. In game theory, this unknown factor makes for some very interesting play potential. Of course this unknown factor can provide a sense of suspense and joy (when overcoming great odds) or it can be extremely frustrating (the whiff factor). In reality though, that's the way ball bounces sometimes, but as the argument goes, this is a game and hence shouldn't necessarily model reality. Irregardless though, humans are driven by the unknown. But they are also driven by a feeling for the need to be in control.

And this lack of a feeling of control is a potential pitfall of an arbitrary fiat system. If results are determined simply in order to fit into the flow of a story, then player freewill becomes less highlighted. In essence, there is a danger in such a method of result determination that player choice (and hence outcome) takes a backseat to the flow of the story. Players will never have a decisive feeling if the outcome was a result of their decisions, or if the outcome was a result of GM choice to fit the story arc. It's a tough line to balance...on the one hand, it sucks to have a bad die roll totally botch something up, but on the other hand, giving player's tatctical options with tightly defined rules allows the player a heightened sense of freewill because the outcome is independent of subjective judgment.

Why bring up the two kinds of arbitration systems? Think of these two polar pairs as two points on a line, with game rules systems being somewhere on this line. The less detailed the rules and the more abstract they are, the more of an arbirtrary fiat system they become (with its advantages and disadvantages). And on the other hand, the more detailed and crunchy the rules become, the more rules-based they become (with its concurrent advantages and disadvantages). So the less detailed the rules (rules-lite) a system is, because much has been abstracted out, a player will feel that he has less control over the situation and that a lot of the outcome is also abstracted or that the GM may even "fudge" the results to fit the story. The more detailed a system becomes the more options are available and hence a player has a greater feeling of control (though ironically, the more concrete the rules systems become, the mor restrictive it can become because the rules may not cover a particular circumstance....this is a detailed system's main drawback, so the appropriate balance to find is essential).

So getting back to why combat should be detailed, I think it depends on the genre and mood of the game. Simulationists would definitely prefer a rules based system because they want to see what the outputs are for the given inputs (story follows action, not action follows story). Generally, even in more rules-lite systems it is a good idea to allow for more detailed combat simply because of the all-or-nothing nature of life and death situations engendered by combat. As I mentioned before, the more rules-bound the system becomes, the more you highlight the player's sense of freewill and determination. The less detailed it becomes, the more subjective it becomes and hence the player will wonder whether he was cheated (if his character gets hurt or killed) or whether he truly earned his victory (to fit into the tapestry of the story).

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On 2/11/2005 at 2:25am, komradebob wrote:
RE: Combat systems (split from rant #3)

Okay, another tangent:

Hypothetical situation:
A player's character dies as a result of a game's combat system (ie not voluntary player choice for some sort of dramatic reason). Let's pretend the player in question is me. I'm not upset. I knew I was playing a game with chance in regard to combat.

My question is this:
What occurs after character death, during the game session, with regard to the actual real life player?

I think this has bearing on the issue of combat rules design ( not to mention other rules design).

Do I take time out to roll up/generate another character equal in power to the previous character?

Do I roll up a new character, but at some sort of rules indicated base level?

Do I have to leave the game session and go home, because my character is dead?

Am I allowed to stay and participate/kibbitz/ offer ooc advice to other players?

I'm sure there are other possibilities as well.

Anyone care to offer comments?

Robert

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On 2/11/2005 at 4:35pm, Mike Holmes wrote:
RE: Combat systems (split from rant #3)

Lev,

Let me try another tangent. Since I'm convinced that you aren't saying anything that I don't disagree with, how about this: You win. I agree with you.

There, are you satisfied now? I can't find anything that you're saying that goes against my position.

If what you're saying is that the rant needs to be rewritten, then be my guest. I think the thread serves to make all of these points just fine already. I don't think I'm obligated to write any more than I have.

Mike

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On 2/11/2005 at 8:48pm, Mike Holmes wrote:
RE: Combat systems (split from rant #3)

Since I'm convinced that you aren't saying anything that I don't disagree with


Accidental double negative. That should be:

Since I'm convinced that you aren't saying anything that I disagree with...

Mike

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On 2/12/2005 at 8:37am, lev_lafayette wrote:
RE: Combat systems (split from rant #3)

Dauntless wrote: What makes non-deterministic rules systems interesting is the unknown factor. It creates a sense of tension so that outcomes may or may not ever be 100% guaranteed. In game theory, this unknown factor makes for some very interesting play potential. Of course this unknown factor can provide a sense of suspense and joy (when overcoming great odds) or it can be extremely frustrating (the whiff factor). In reality though, that's the way ball bounces sometimes, but as the argument goes, this is a game and hence shouldn't necessarily model reality. Irregardless though, humans are driven by the unknown. But they are also driven by a feeling for the need to be in control.


I think you've raised a good point here. A fully deterministic system, whether that's determined by pre-existing stats or determined by the GMs ultimate fiat (including of course, player appeals to the narrative), is going to give a sense of "loss of control" to the player. It is the player that takes the risk to their character, and it is the player who has this independent system ("the rules") which they can, in a gamist sense, use to aid the survival of the character.

This is regardless of whether or not the game is combat-focussed or not. Very interesting point - and possibly why diceless systems (narrative orientated and simulation orientated) are fraught with problems when it comes to trying to simulate the sheer madness and chaos that is a wild melee.

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On 2/14/2005 at 3:29pm, Mike Holmes wrote:
RE: Combat systems (split from rant #3)

As you point out, this is a POV that supports Gamism. Would you admit that supporting other modes might not have such requirements?

I mean, I've seen freeformers create wonderfully realistic and compelling, and wild and mad combat narratives with no rules at all.

Again, you guys are talking about what supports certain styles of play. Nothing you've said is new. Yes, to have good gamism support you need certain of these things (I'm the guy around here who tells people who want to do gamism to check out Game Theory all the time, and who discusses imperfect knowledge and the like). Nobody has said that in these cases that one shouldn't have these elements. So I'm not sure why you persist in bringing these points up.

If in fact what you really want is to discuss good design techniques of this sort, then I suggest that you start a new thread on the subject that doesn't have the baggage of this thread attached to it. If you do so, do your research and find some of the many threads from the Forge that have looked at these issues, and link to them as background.

Mike

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On 2/17/2005 at 8:43pm, lev_lafayette wrote:
RE: Combat systems (split from rant #3)

Mike Holmes wrote: Nothing you've said is new... Nobody has said that in these cases that one shouldn't have these elements. So I'm not sure why you persist in bringing these points up.


Au contraire, from the thread that these issues was derived a great detail of new material has been added.


If in fact what you really want is to discuss good design techniques of this sort, then I suggest that you start a new thread on the subject that doesn't have the baggage of this thread attached to it. If you do so, do your research and find some of the many threads from the Forge that have looked at these issues, and link to them as background.


Personally, I find those statements as contradictory. On the one hand we're supposed to start no threads that don't have the "baggage" of previous discussions, whereas at the same time we're supposed to link previous threads as a background?

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On 2/18/2005 at 12:37am, M. J. Young wrote:
RE: Combat systems (split from rant #3)

lev_lafayette wrote: Personally, I find those statements as contradictory. On the one hand we're supposed to start no threads that don't have the "baggage" of previous discussions, whereas at the same time we're supposed to link previous threads as a background?

The idea, I think, is that this particular thread has so far been about whether combat systems are necessary to all role playing game design; to shift it now to discuss good design for a particular play style would be a serious change of subject here, and the nearly three pages of posts currently here not only do not support that subject but would not lead anyone browsing the forums to anticipate that such a subject would arise on page four. At the same time, there probably are threads here that addressed such design questions, so a good solid discussion of them should begin with some consideration of what has been said on that subject, how to design good combat systems for games of a particular type, before--which has nothing to do, really, with this subject, being whether all games need a combat system.

So it's not really as contradictory as you took it.

Does that help?

--M. J. Young

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On 2/22/2005 at 6:38pm, Mike Holmes wrote:
RE: Combat systems (split from rant #3)

What MJ said.

Mike

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On 2/22/2005 at 6:47pm, Ron Edwards wrote:
RE: Combat systems (split from rant #3)

Hiya,

This thread's now closed. Lev, please feel free to start up new threads with the new topics.

Yes, you have it exactly right: new threads, with references to the old threads in them.

Best,
Ron

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