tag:blogger.com,1999:blog-1678761812929125529.post6311712802590987827..comments2023-05-27T11:14:02.426-04:00Comments on Some Space to Think: The Bitter Taste of VictoryAnonymoushttp://www.blogger.com/profile/14216103531396452644noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-1678761812929125529.post-74455564865768767182010-07-01T10:17:29.592-04:002010-07-01T10:17:29.592-04:00@SirValence that's a really good comparison.
...@SirValence that's a really good comparison.<br /><br />@Rev The "Running Away" thing is on my mind because I've been seeing it come up a lot in OSR postings very explicitly as an important differentiator. So much so that it seemed to merit a nod.Anonymoushttps://www.blogger.com/profile/14216103531396452644noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-69919340614426277982010-06-30T16:27:27.474-04:002010-06-30T16:27:27.474-04:00Or if the Princess loves the orcs and therefore ha...Or if the Princess loves the orcs and therefore hates the players for their victory . . .Jimhttps://www.blogger.com/profile/08018705513587424497noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-24326868961605063692010-06-30T16:25:24.635-04:002010-06-30T16:25:24.635-04:00In an Old School sense, point [3] is not so much &...In an Old School sense, point [3] is not so much "that you can run away," but rather one of how the players can turn this situation to their advantage, whether that involves fighting, running away, or some other method.<br /><br />The narrative approach constrains the players to <i>respond</i> to a beat pattern, whilst the more simulationist response often allows the players to <i>choose</i> the beat pattern.<br /><br />This may be an overly subtle distinction though, since the Warrior archetype (ie: Slay the Dragon) is so ingrained in Old School responses, but I find it generally holds, especially when it inspires the players to another archetypical response to the Dragon at the heart of the labyrinth.Reverance Pavanehttps://www.blogger.com/profile/01217657347160811310noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-9899440298468700612010-06-30T10:12:07.148-04:002010-06-30T10:12:07.148-04:00This reminds me of the fighting in the videogame I...This reminds me of the fighting in the videogame Ico, which I greatly enjoyed. The challenge wasn't to defeat the shadows, or even to keep from getting injured (which would just knock you down for a few agonizing seconds, with no lasting effect): the challenge was to keep them from carrying off your companion. That added enough complexity to make a simple button-mashing mechanism satisfying.Anonymousnoreply@blogger.com