| author | fabien |
| Sat, 21 Apr 2007 22:24:56 -0400 | |
| branch | ecjdr |
| changeset 93 | 2365462d45a5 |
| parent 92 | bdef1afd1170 |
| permissions | -rw-r--r-- |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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RPGnet <http://www.rpg.net> |
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<http://www.rpg.net/slib/ads/forward-ad.php?nextURL=http://www.gencon.com&imageURL=http://www.rpg.net/images/ads/indy-2006.gif> |
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_/Advertise with RPGnet/_ |
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<http://www.rpg.net/ads/info.phtml> |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Reviews <http://www.rpg.net/reviews/> Forums <http://forum.rpg.net> |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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News & Press <http://www.rpg.net/news+reviews/press.phtml> Columns & |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Info <http://www.rpg.net/columns/index.phtml> RPG Wiki |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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<http://wiki.rpg.net> RPG Shop <http://shop.rpg.net> |
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<http://www.rpg.net/members/> |
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Elements |
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Elements of Tactics |
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*by Brian Gleichman* |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Nov 01,2002 |
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Elements of Tactics |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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As many know, RPGs had their beginnings in the miniature wargaming |
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hobby. The first systems were extensions of many of the same concepts |
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and were highly tactical games in their own right. |
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The old wargame empires (SPI, Avalon Hill, etc) all but died and those |
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that survived to a noticeable extent (GW) did so by moving to extremely |
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simple rules in order to appeal to the widest possible user base. RPGs |
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(with the exception of D&D) followed the same course with "Story" and |
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simple mechanics becoming more and more commonplace and rules taking an |
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ever decreasing importance. Entire game lines became based on such |
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mechanically shoddy grounds as a core dice mechanic that increased your |
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fumble chances the more skilled your character became. It seemed that |
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few noticed and even fewer cared. It almost looks like the need for |
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solid, let alone tactical, game systems were a thing of the past. |
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However much of that appearance is illusion. D&D always remained at the |
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top of the market and new games designs are once again returning to more |
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traditional styles at least in part. The interest in tactical games |
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actually is as strong as ever. |
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A couple of the newest entries into "tactical rpgs" are Riddle of Steel |
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and Rune. Both games that market themselves in part on their combat |
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systems. A welcome change of pace for old timers like myself, but are |
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they actually tactical games? What does one look for? How can a system |
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design be optimize for it? How do we judge a system's suitability for |
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tactical play in an era where nearly everything the old wargame |
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designers learned has been forgotten? We need some standards, or at |
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least some concepts to used in our judgment. |
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I'd like to take a stab at it by defining three major elements of |
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tactical game design, one characteristic, and one thing it is not- in |
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that order. |
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// |
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/Element 1: Resource Management/ |
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One of the bedrock concepts of tactical play is to make the most gain |
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with the least expenditure. After all, if you have unlimited resources |
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and no reason to avoid using them- you can do anything. Being able to do |
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anything without thought hardly makes for good tactical play. |
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The exact nature of resources can vary greatly in rpg design. The number |
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of spells you can cast in a day. The amount of ammo you can carry. The |
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number of Hit Points you have and the number of healing potions you have |
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to restore them. At the most basic, there's the number of characters in |
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play and the number of actions each can take in a turn. |
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D&D has always been a masterful example of a game design heavily built |
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on resource management- limited charges on items, limited number of |
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potions, only so many pre-selected spells per day, etc. D&D forces its |
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players to decide how to best spend resources at almost every turn. |
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As a general rule, increasing the number and types of resources you need |
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to manage increases the tactical play of the game. |
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// |
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/Element 2: Dissimilar Assets/ |
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To study tactical battle one must study combine arms. And combine arms |
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is nothing but the use of Dissimilar Assets to achieve a goal. |
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To use a modern warfare as a model: Artillery is powerful and long |
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ranged- but vulnerability to almost any attack. Armor combines |
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protection, firepower and mobility into one powerful package- but even |
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so encounters major problems in certain infantry defended terrain. |
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Infantry is slow and light on weapons- but can make maximum use of |
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terrain. Name an asset and you name both strength and weakness in a |
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single word. |
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Combining Dissimilar Assets into a functional and dangerous whole takes |
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skill and knowledge. Failure to do so (like France's failure in WWII) |
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can be disastrous in the extreme. |
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Early game designs had Dissimilar Assets as a core feature. D&D with its |
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classes- Wizards are very different than Fighters who in turn are used |
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differently than Clerics. Even later games still maintain this to some |
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extent. Vampire has its clans. Deadlands its gunslingers, hucksters, and |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
107 |
blessed. These games are designed such that each character becomes its |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
108 |
own niche, its own type of Dissimilar Asset that enhances tactical play |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
109 |
when viewed within its own group of player characters. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
110 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
111 |
Other games however consider such stark limits as unrealistic and seek |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
112 |
to reduce all the characters to common terms. Even D&D weakened its |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
113 |
class structure in its latest version although it still remains strong |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
114 |
enough to function as a tactical enhancement. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
115 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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116 |
As a system weakens character niche, it reduces tactical play. Universal |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
117 |
Resolution systems, lack of character differences, sole dominating |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
118 |
weapon selections, all these things can combine to create a tactically |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
119 |
bland experience where the answer to any problem is obvious and |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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120 |
unchanging. Even though such reduction is often done from the standpoint |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
121 |
of realism, a simple look at real world combat would show that it is in |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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122 |
fact a failure from even that perspective- there are no single dominate |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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123 |
weapon, no one solution to every threat, no single plan that ever |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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124 |
survives contact with a foe. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
125 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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126 |
// |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
127 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
128 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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129 |
/Element 3: Maneuver/ |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
130 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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131 |
Managing resources is the bedrock of tactical play. Controlling |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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132 |
Dissimilar Assets each with their own resources is the first step to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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133 |
being a tactician instead of an accountant. It is however with Maneuver |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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134 |
that one masters the subject. Sadly, it is in Maneuver that most rpg |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
135 |
design perform worse. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
136 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
137 |
At its most basic, Maneuver is getting the right resources into the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
138 |
right position at the right time in order to maximize your chance of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
139 |
success while protecting against the same from your opponent. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
140 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
141 |
Of course for Maneuver to matter, you have to be able to maneuver. Many |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
142 |
designs forgo the use of a map completely and either ignore movement or |
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bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
143 |
abstract it out of the realm of character decision. In so doing, the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
144 |
remove this element of tactics completely from their design. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
145 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
146 |
A design that focuses on tactical movement will likely include rules for |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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147 |
facing (and flank and rear attacks), multiple opponent rules, the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
148 |
effects of range, the impact of terrain and other factors that can (when |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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149 |
properly used) allow a force to defeat unskillfully played opponents |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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150 |
with greater resources. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
151 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
152 |
// |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
153 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
154 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
155 |
/Characteristic: Pace of Decision/ |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
156 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
157 |
The three elements above, added to the rule system in use determine |
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bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
158 |
something I call "Pace of Decision". Pace of Decision is at its most |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
159 |
simple how fast can the player lose. It's a measure of the importance of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
160 |
each individual decision and movement. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
161 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
162 |
While a number of factors determine a game's Pace of Decision, how |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
163 |
lethal a system is may be the most important. For example: D&D provides |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
164 |
Resource Management by having Hit Points. However these same Hit Points |
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bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
165 |
reduce the game's Pace of Decision since they act as a buffer to bad |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
166 |
tactical choices. You can lose a few hit points by moving to an inferior |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
167 |
position, but it's easy enough to move again afterwards and use a |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
168 |
healing spell or potion and thus carry on the battle. In other games, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
169 |
that single bad decision could result in a disabled or dead character. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
170 |
Hence the Pace of Decision can be said to be Low (D&D like systems where |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
171 |
many hits are needed to kill) or High (one hit means a dead character). |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
172 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
173 |
If Pace of Decision is too low, any tactical error of Maneuver or even |
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bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
174 |
Dissimilar Asset can be forgiven since its impact is minor at best. The |
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bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
175 |
winner is almost solely determined by who had the greater resources. On |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
176 |
the other hand if it is too high, the battle is over before it started |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
177 |
with initial deployment likely determining the winner. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
178 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
179 |
The ideal position between these two extremes is one of personal taste. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
180 |
Indeed, what combination of the three elements above and how that works |
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bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
181 |
with the system's resulting Pace of Decision is a question that can only |
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bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
182 |
be answered by each individual. Everyone has his or her own tastes and |
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bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
183 |
the possible range of answers here is immense. And this explains more |
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bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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|
184 |
than anything else, why there is room for more tactical games. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
185 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
186 |
// |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
187 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
188 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
189 |
/A non-element/ |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
190 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
191 |
Something this isn't a true Element of Tactics needs special note |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
192 |
because (all too sadly) it is what some people think of when you say the |
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bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
193 |
words Tactical Play. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
194 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
195 |
Rock-Scissors-Paper (RSP) is not tactical game design. RSP design is the |
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bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
196 |
use of options that have provided little or no in-game reason for the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
197 |
selection of one over the other. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
198 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
199 |
Riddle of Steel for example requires players to drop either a red or |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
200 |
white die to determine if they are attacking or defending. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
201 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
202 |
Top Secret used a combat maneuver matrix (low kick vs. high block for |
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bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
203 |
example) where the result mattered- but the player could only base his |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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204 |
decision upon what maneuver he (the player, not his character) thought |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
205 |
the opposing player (and again not his character), would select. |
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bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
206 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
207 |
There is a certain skill in using such mechanics, same as bluffing and |
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bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
208 |
mind games are part of poker or chess. However this is playing at the |
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bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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|
209 |
meta-game level and isn't really part of the game design itself. Chess |
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bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
210 |
for example includes no rules for psyching out the other player, nor |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
211 |
does poker include mechanic rules determining when to bluff. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
212 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
213 |
In addition to that fact that this type of mechanic is playing at the |
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bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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meta-game (using information not available to the character, such as |
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"Joe tends to drop red")- it often completely overshadows the real |
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game's tactical elements detailed above, thus reducing skill at the game |
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itself to a sideshow. |
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The actual effect is to remove a key determing factor of play outside |
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the game. A worthwhile goal sometimes- but not something that should be |
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seen as tactical game design. |
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// |
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/Tactical Elements in Combinaton/ |
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Each of the three elements and one characteristic I noted above combine |
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to produce the final tactical favor of a game system. D&D has high |
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Resource Management and Dissimilar Assets together with rather low |
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Maneuver and Pace of Decision. A combination that produces a style and |
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result that is famous or infamous depending upon one's viewpoint. |
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Age of Heroes on the other hand has very high Pace of Decision and |
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Maneuver, medium Dissimilar Assets, and comparatively low Resource |
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Management. As a result it plays very differently from D&D, so |
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differently that I've seen D&D players encountering it almost reduced to |
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a state of shock. |
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Some games may do completely away with one or more elements. Others will |
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select completely different mixes. There are a huge number of possible |
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combinations, a fact that puts the lie to a common statement I've |
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encountered saying D&D has covered all that needs to be covered in |
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tactical rpgs. Indeed, it seems clear that the subject has barely been |
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scratched. |
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// |
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/Finally, an Observation/ |
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If one reads between the lines above, you'd find an interesting common |
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thought. The core of tactics is providing options (resources, different |
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assets, movement options)- but its framework is one of limits. |
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A resource once spent is lost for an important period of time. A |
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dissimilar asset can't do everything. Requiring maneuver means that you |
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can't be everywhere. Etc. |
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The heart of tactics is operating with limits to bring the best assets |
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and resources to bear at the correct point at the correct time. The |
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theme of tactics is overcoming limits. Consider that the next time you |
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look at a game that promises to let you do anything... |
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What do you think? <http://trio.rpg.net/pf/list.php?f=101> |
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Go to forum! <http://www.rpg.net/pf/list.php?f=101> |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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RPGnet <http://www.rpg.net> |
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<http://www.rpg.net/slib/ads/forward-ad.php?nextURL=http://www.gencon.com&imageURL=http://www.rpg.net/images/ads/indy-2006.gif> |
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_/Advertise with RPGnet/_ |
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<http://www.rpg.net/ads/info.phtml> |
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Reviews <http://www.rpg.net/reviews/> Forums <http://forum.rpg.net> |
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News & Press <http://www.rpg.net/news+reviews/press.phtml> Columns & |
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Info <http://www.rpg.net/columns/index.phtml> RPG Wiki |
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<http://wiki.rpg.net> RPG Shop <http://shop.rpg.net> |
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<http://www.rpg.net/members/> |
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Available Forums |
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* About the Industry <index.php?f=4>* |
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Forum Folder |
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Topics relating to the industry, ranging from game creation through |
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business. |
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* Columns <index.php?f=2>* |
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Forum Folder |
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Individual discussions for the RPG columns |
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* Outside RPGnet <index.php?f=82>* |
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Forum Folder |
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Forums for discussion of specific things outside RPGnet |
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* RPGnet <list.php?f=5>* |
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Posts: *118469* Last Post: *02-01-2006 06:30* |
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General discussion about the game industry and where it's going, |
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and other topics RPGnet readers would enjoy discussing. |
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* Tangency <list.php?f=61>* |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Posts: *40163* Last Post: *01-04-2002 19:24* |
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Soapboxes, Personal stories, Rants and Dialogs. Keep it friendly, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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folks! |
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* The RPGnet Awards <list.php?f=84>* |
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Posts: *235* Last Post: *05-20-2004 18:07* |
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Nomination forum for the RPGnet Awards |
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* Trouble Tickets <list.php?f=57>* |
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Posts: *741* Last Post: *01-03-2002 19:00* |
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Please let us know any problems with the site. Missing pages, bad |
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code, tacky color schemes-- whatever you think is broken. We'll read |
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this and fix things. Thanks! |
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------------------------------------------------------------------------ |
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Previous columns |
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* Elements of Strategy </news+reviews/columns/elements11feb03.html> |
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by Brian Gleichman, 11feb03 |
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* Rationales for Mechanics (or the Case for Designer's Notes) |
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</news+reviews/columns/elements14jan03.html> by Brian Gleichman, |
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* Layers of Design </news+reviews/columns/elements11dec02.html> by |
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* Elements of Tactics </news+reviews/columns/elements01nov02.html> |
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by Brian Gleichman, 01nov02 |
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* Elements of Complexity |
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</news+reviews/columns/elements20sep02.html> by Brian Gleichman, |
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Other columns </news+reviews/columns.html> at RPGnet |
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[ Read FAQ <http://forum.rpg.net/faq.php> | Subscribe to RSS |
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Copyright © 1996-2006 RPGnet & individual authors, All Rights Reserved |
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RPGnet® is a registered trademark of Skotos Tech Inc., all rights reserved. |
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