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amaranth-witch
@amaranth-witch

"the only wrong way to play the game is the one that isn't fun" - this is a minor anger point of mine whenever it comes up because it's usually said in good faith, it's usually meant earnestly, but it's also a thought-terminating responsibility abdication which has stifled a lot of possibility for design and understanding for concepts and how they loop back into the experience of a game. It's the more-kindly-meant version of "systems don't matter, silly". It frustrates me, but I can't usually respond directly to people saying it because I'm not in a secure enough place to do that without looking like the villain.

If I were on a panel and someone said that you BET I would go "ok, so, I get what you're saying but let me tell you why that's not accurate" because there I would have the social positioning to be ABLE to say a thing like that without being abstractly Rude and Mean (and yeah, I know, transfem trauma IS at work here, there are cis guys I see do this all the time without the backlash I get for being even slightly abrasive)

But like. Ultimately, yeah, I agree. If something isn't working, do something else. If a game isn't clicking, see how to make it click. Sure. I don't want to waste my life struggling with something that's supposed to be fun which I hate! That messaging is fine, "just walk out" as the skeleton says, it's not "well, bad D&D is better than no D&D" it's "actually, NOT SUBJECTING YOURSELF TO BAD D&D is better then bad D&D"

But there ARE wrong ways to play the game, and thoughtlessly jettisoning elements that cause friction just because you don't like 'em has a ripple effect. A harmless example: "nobody"1 likes to play with Encumbrance, Travel Time, Exhaustion and Supply rules in D&D 3.X through 5.N, or even other time-and-tracking based rules. Ammo count? No, why bother, eventually it'll be meaningless, so why not just give every archer a functional Endless Quiver so that when they get to the appropriate level they don't have to waste a magic item slot on a boring item and can have the FUN one instead. Who likes always being at a penalty? Just let them CARRY the goddamned loot, you're no fun.

This is such a popular rules abdication at tables that it's even functionally gotten more and more prominent in consecutive editions of the game: 5.N HAS these rules, they're just not very noticeable and are deliberately placed and part of the general section of "oh these are BONUS rules if you WANT to use them" in phrasing, for example. Arguably, this is great for fun, and improves the fun of the game immensely.

...until it doesn't.

One of the unexamined foundational assumptions of Dungeons and Dragons (and its related offshoots and ideological and artistic relatives) is The Crawl / The Trek / The Expedition. Whether it's an overland trek to a destination, an exploratory roam through an obscured map, or the archetypal dungeon delve, characters start at what is often a place of relative safety and comfort (though not always; some treks are escaping from a bad situation) and venture through territory which is hostile to them, with minimal - or even NO - options to safely rest and replenish supplies. An archetypal non-D&D example of a Trek is the game Oregon Trail, where the player takes charge of a traveling group trying to make it across the western half of the North American continent and arrive with as many family members alive as possible.

I cannot say with authority that Oregon Trail is "fun". There is much ink to be spilled in analyzing the game. I will say, however, that Oregon Trail with the supply and resource limits removed, relying only on Interesting Events to entertain and educate the player - from experience, I can tell you that version of the game is FUCKING BORING. It removes the main lever which would entice players to make difficult choices, which is where the actual meat of the game, the part that makes it MEMORABLE comes in. Do you think we make "ford the river" jokes because the river fording was the thing? No, we make those jokes because after we struggled and sacrificed and prayed to the weather gods to get there, we STILL hat to hold our breath and hope the wagon didn't capsize, killing our three sons who had only just survived dysentery! ...speaking of, if there's no issue with spoiled food and bad water, you don't even get THAT memorable gravestone, because y'all won't die of dysentery!

At first glance, it doesn't seem like that lever is in play for D&D. I mean, isn't the game about heroic, actiony combat vs. dangerous enemies? You know, movie dramatic action scenes! Except that the stakes and context of those action scenes are informed heavily by the framing of, believe it or not, inventory and time management.

I'm gonna run out of energy before I list all the examples, so let me start with a big, basic one. Everyone - again, figurative, if you're one of today's lucky 10,000 let me congratulate you - has heard of spell slots, the arbitrary game-world restriction that a Wizard can only cast X spells of Y level per day. I am not here to discuss whether these suck, or whether mana systems or exhaustion rolls or spell points or focus checks or mystic tokens are a better way to represent magic. I am here to say that the game is fundamentally built around the assumption that when you're out, you're out.

In currently-most-recent edition 5.N, Wizards aren't the only class with "spell slots" - every class has some combination of "this recharges on a Short Rest" and "this recharges on a Long Rest". The Wizard arguably has the MOST such options, particularly for Long Rest recharges, but everyone runs out of juice. This has led the designers down an honestly interesting road - not FAR down that road, but they've scuffed their toe past the demarcation more than they did in previous editions - of "hey, what if. What if we actually toyed with giving different classes different focus by playing around with their recharge rate vs. their total number of options and power of options" and so you get interesting splits like the Wizard, who has a depth of spells going all the way up to the top level of 9, getting up to 4 spell slots from each level that recharge on a Long rest, vs. the Warlock, who gets a whopping 2 spell slots TOTAL that top out at level 4(?) aside from a couple of bonus features, but gets them ALL back on even a Short rest. With the core assumptions of supply and safety management in place, this is actually interesting meaningful interaction! Shallow, but INTERESTING!

But if you've played Baldur's Gate III, you're probably already seeing where I'm going with this.

At first it's just "a short rest is any chance to catch my breath, right?" No, a Short Rest is supposed to be "about an hour of minimal stress", that's the definition of a chance to catch your breath and refocus - but a lot of DMs don't like that, don't like being all "oh, well, it's only been 45 minutes so you didn't get a rest before you stumble into the next fight" and also don't like being "well, ok, just TELL ME you're taking a rest" over and over and over, and then get tired of players asking "so did we have a rest?" and so every single fight is basically "haha yeah you had a Short Rest don't worry about it" and that.... well, that seems fine. Even from a cinematic standpoint, ok, I can see it being exhausting to insist "no you didn't say you Rested, you don't get to do your thing" and if there's no pressing time constraint, I guess it's ultimately harmless to just go "yeah ok sure if it's not EXPLICITLY back to back you can just assume "short rest" means "each combat" it's fine". And then you get to the Wizard Issue, where most of their stuff DOESN'T come back on Short Rests and they "have to" save it.

On the one hand, no, from experience, it's often no fun to sit on your powerful spells because you're not sure whether you'll have them when you need them and feel useless and powerless while Fighters get to Do Something Meaningful every round, even if that is "1d10 longsword damage!" once per round. It's so tempting to let go and fling your spells. It feels good. It's the Cool, Fun Thing you get to do to Play The Game. And then you run out and you look at the dangerous hallways ahead and you say "hmmm. Friends? Can we take a Long Rest so I can get my spells back so we can be prepared to face the mid-boss at full?" and that sounds like a great idea and they'll get their HP back as well and so sure, let's Rest.

A Long Rest is supposed to be 8-10 hours of camping and maintenance. You just left camp 2 hours ago. You made it 6 rooms deeper into the dungeon. Now it's time to hunker down for another 8-10 hours. Tick tick tick, mezzer Adventurer.

So you complain to your DM about running out of food. That isn't Fun. The DM agrees: if you're miserable that just doesn't feel good to anyone. So supplies get handwaved. So now the only thing actually penalizing you for taking a Long Rest whenever you feel like it is an outside time pressure - but the DM also knows that springing one of those on you un-foreshadowed is gonna cast them as the Rocks Fall Everyone Dies no-fun DM.

And soon you're gleefully flinging your favorite spells in every encounter because I mean, why wouldn't you? Why wouldn't everyone? Why WOULDN'T everyone just play wizard, look how much FUN you're having! You get all these cool toys! You get all this power! Why NOT fireball and finger of death every fight, my god, this is amazing! OK it's been 30 minutes let's all go back to bed now, what roleplay scene are we going to have shirtless by the campfire? I hope it's a juicy one.

And then you get that old debate from the forum days about "linear fighters, quadratic wizards" and no one points out that this is only true in "empty table" scenarios where you can freely alpha strike in every battle because you've removed all context, because... you've removed all context. You've put a bonfire right outside the elden ring boss room, so there isn't even a runback, and if you get there low on health you can just top up before you walk in, 's fine. Just take a nap. No one can tell you no, the only wrong way to play a game is one where you aren't having fun, after all - but here, by removing the things that are "un-fun" without an understanding, you have taken entire segments of the game and rendered them irrelevant, removed so many levers for motivating characters and driving interesting dramatic events in the name of seamless, comfortable Fun.

"Mara aren't you overthinking this, it's a silly little elfgame with friends, why are you wasting-" listen, Strawmans Georg, I'm not here to say Dungeons and Dragons is good. Not once in this screed did I say it was good. I have said interesting, I have motioned in the direction of occasionally compelling, but this isn't about "is the game good" or "is the game worth it". This is about "I think quality game design is a legitimate art, I take my skill seriously, I take my philosophy seriously, and I am frustrated that 'oh ho ho ho it's just a game, man, lighten up, the only wrong way to play is the one you aren't having fun in' gets played with LetPeopleEnjoyThings.jpg frequency". I am nitpicking because "understanding why things work" is a part of my design and art, and "understanding why things DON'T work" is a huge step towards "understanding why and how things COULD work" and from there, "how can we provide an Experience and ALSO have Fun" instead of just "eh, it's just D&D, do whatever, systems don't matter, chop off anything that causes you friction and irritates you, there's no wrong way to play".

THERE ARE MANY WRONG WAYS TO PLAY.

Ultimately, yes, I wholeheartedly agree that what matters most is the connections you make with other people. That takes precedence. I will (I HAVE!) gladly throw out the rulebook entire in order to give a new player or a kid a thrilling emotional experience with the trappings of The Game We're Supposedly Playing, because if they like the experience I can then step them organically through the Rules later. I wholly defend the privilege of players to remove rules that cause them distress, though I'd prefer it if they examined the rules first and understood them. I have issues with whole rules segments in several of the games I'm running. Some of them I've excised. Some of them I've kept, but I'm replacing subsystems (the Bond XP rates in Lancer really are built for people to cap out in just a few sessions, huh?) so I'd be a giant hypocrite if I tried to say "no no no, stick to Da Rulez!" in any sense!

But beloved of Sjofn, please, first aim to understand why they are present and what they are DOING, before you chop them.


  1. if you're here to tell me that you DO play with these rules, thank you, I acknowledged this with the figurative quotes, but also I appreciate your exception proving the rule


caffeinatedOtter
@caffeinatedOtter

I saw a post yesterday talking about what someone (I do not remember who, offhand) understands by "friction" in game design, and how they've seen it drift to simultaneously encompass "I did not feel good every second I played" and "if I don't feel good every second I play, that's Bad Game" and arguing that for a lot of games, if you take out waiting and working for things — frustrations, things that don't Feel Good in the second-to-second — you have excised The Game.

For a video game example, you know how a lot of Minecraft mods do the thing where they let you play the game-game modes, but take out the time/materials/work requirements for making things?... And you know how that's obviously the work of, and I say this as kindly as possible, literal children who don't grasp the point?

If you want the "everything is free and I am playing with blocks!" sandbox, that's already in Minecraft. You simply can't actually have the game-game modes and have them work on the same (lack of) rules as the sandbox; if you even try, you do not understand the game part.

You simply can't take the resource/risk game out of D&D without reducing it to the Who Wins an Alpha Strike Spreadsheet, either. Gygax may have been insufferable when he talked about "strict time records", but he was expressing something true about how D&D functions.


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in reply to @amaranth-witch's post:

It's such an ur-example of doing it with strength and purpose! "do you want to bring more wagon wheels" ...why would I want to... oh now I am THINKING about WAGON WHEELS, you are signaling to me that I can't just make a new wheel, I guess I'd better... what do you mean I can only carry two? Well surely I can just hunt for food on the w- GOD DAMMIT I have no BULLETS

I have a very real suspicion that if there were a seamless way to automate just character-sheet and time-elapsed tracking, not even any of the other power-user automation you see on virtual tabletops, so it didn't take up brain processing cycles for players who "just want to enjoy the game", we'd see more people using it without even thinking, because it just makes sense.

I'm inclined to agree with that suspicion. It helps explain why tools like the Overloaded Encounter Die keep being tinkered with in elfgames. I think I've seen a half-dozen takes on the Overloaded Encounter Die because each designer is unhappy with some element of it. But folks keep returning to it because it is an elegant way to make inventory and resources felt in elfgames. Roll one die a turn and it tells you if you need to spend a torch or a ration. And if you don't, there are immediate consequences.

I do maintain that part of why people ignore these kinds of rules is that it sucks to do a bunch of bookkeeping and there are absolutely efficiencies and tricks and ways to organize and emphasize these concepts that aren't burdensome - and that's what design is all about, babey! Overloaded Encounter Die's a classic for good reason and an extremely applicable concept to a lot of things - "downtime events" is what I've been looking at it for recently - but I'm also thinking of things like the fairly uniformly positive response to something like Mausritter's inventory system. You CAN make people like these things, you just have to try.

100%. I do absolutely fault shit games for making those rules boring to manage (keeping a ledger of weights that adds up to like 100+ fucking sucks to manage, for instance) but that's not the same as saying "you can just ignore that with no real change to the game".

Yeah absolutely, the reason this sparks anger when it comes up instead of mild amusement and an urge to educate (because I really do love talking about and exploring the art of making games and communicating!) is because this frustration goes SO deep, on so many levels, and most people only ever engage with the very very very top level, and do so incuriously at that, and arrrrrgh

Pretty much. It's SO much easier to just ignore or mod out or write off an annoying thing (weapon durability, ammo, weight, time, really anything that involves maintenance as an intentional step instead of just pure flow state) than ask why it's there.

It's funny you mention the encumbrance rules, because my personal awakening to this (correct!) philosophy of game design/game play over the "ignore it if it's annoying" philosophy was, in fact, encumbrance. It was in a system called Traveler, which is all sci-fi future space exploration stuff, and we all felt the encumbrance rules were a little too restrictive, so we ignored them. And then we got enough money for super-soldier powered armor, and were wracking our brains trying to come up with ways to justify why our super-soldier buddy could wear it but we couldn't, because we didn't want to take away something we thought was cool and unique for her and felt weird for, say, my spy/assassin character.

Turns out, encumbrance in that game counts armor! Even if it's powered, you need a certain amount of physical capability to use it! So by ignoring encumbrance, we'd created a pretty bad situation for ourselves in ways that made us way too powerful. We'd removed the friction, and suddenly, we had nothing to grab onto! Shocking.

These days, I always try to give a system a fair shake before I start modifying it. I wholeheartedly agree with your screed, here.

Oh I love Traveler so much! I rarely play it these days because it doesn't quite hit my groups' sweet spots, but it means a whole lot to me for a bunch of reasons. Do you know the anecdote about "well, this wasn't originally written as a game, it was written as a tool for sci-fi writers to generate adventures, worlds and crews, and populate them for easy comparison - but then the writer saw the possibility to turn the toolkit into something interactive, and a game was born"? I haven't been able to verify if that's true yet, but it gives so much really good context for "why does Traveler do the good parts of what it does so well".

One of my "why did you remove that" friction stories from Traveler is a group that removed healing time and training time and added a generic XP system, and then wondered why the only things that "challenged" them were things that'd instant-kill (or the social/economic equivalent) or other hyper-elite challenges. Turns out that risk management and/or the threat of having to do something under bad circumstances really does add a lot to the fun of the game!

(Also my Space Marine got a lot of teasing from the crew about her power armor being called a Battle Dress and why don't you just wear it to social functions, it's even painted the right color. There was a quest that spanned star systems looking for an acceptable Little Black Dress. It ended up being quite fun.)

No, I hadn't heard that! I believe it, though, with all the procedural generation in the game. And the idea of finding a Little Black (Battle) Dress is very cute. Unfortunately our games were played well before the trans people in them transitioned, so we didn't get anywhere near as good jokes.

(Although, I still fondly recall when our space marine hid in a smuggler's box, sprayed them all with machine gun fire when they opened it, then asked them to give up - leading to the mental image of a space marine in full kit, auto-firing a machine gun while screaming the terrible battle cry "SURRENDEEEEERRR!!!!")

Honestly reading this reminded me of how I liked Lancer for kind of keeping the "attrition of resources" aspect of DnD that so many people end up cutting up, while actually doing a very decent job of abstracting it via the Structure/Reactor Stress/Repair Cap system and how managing this become a crucial point of longer missions*.
Then by cribbing on the clocks system from PBTA/FitD systems it opened up a lot of possibilities for how additional time/resources constraint can be added to consideration in easy to grasp ways. While there was something to the reagents/travel supplies/etc systems of old DnD I'd say it probably suffered a lot from trying to be too simulationist almost by (originally? I don't know how things changed in later editions) tracking every reagent/etc down to the very individual item.

*One of the best example I came up with was by watching NHP Shaka's Plymouth Rock online campaign let's play and how during one mission where all hell break loose on an island where the players were serving as security detail for a festival, clocks were used to represent a BUNCH of situations all popping up at once in the bedlam, forcing the party to make some strategic choice as every time they dealt with something the clock for every other actions would tick down and it was impossible to resolve everything as not all clocks at the same time(but resolving some situations could buy time for others). Thus creating a situation where time itself become another resource to manage.


On a sidenote, how exactly did you manage changing the XP system for the Bonds system in Lancer? It's something i've been very curious about messing with but I'm barely dabbling and the fact that a lot of it seem to be awarded on a session (rather than just 'mission') basis had me worrying how to properly balance XP gain so it isn't too much but also so it's also actually enough to feel satisfying.

You mentioning it as a subsystem you specifically tweaked/changed/replaced has me curious what change you made.

Responding with general appreciation for your comments, but specific information on the XP hack! It's not DONE-done yet, I'm still fiddling a little bit, but the basic idea:

  • We keep the general progress-prompts (living up to ideals, bond powers, helping each other clear stress, etc) but it's no longer "get 8 of these and gain a Bond Power" XP. Instead:
  • When you have 6 (number pending, 6 is more a feels-good number for About 2 Sessions Ish than anything else) or more you can cash them in at your next Big Character Moment; something that would totally be a "fans of this character are eating GOOD this episode" if it were an anime. Reset your track to 0 just like before.
  • If the Big Character Moment is in a combat situation or other dramatic-time situation, gain [a powerful effect appropriate to the Character Moment] (it may be a result-upgrade for an attack roll, miss to hit, hit to crit. It might be a reroll. It might be resisting a devastating structure hit through sheer determination. Flavor as appropriate for the character or the situation. It might even be nothing more than the sheer rush of "this is my time"!) and mark one Bond Point.
  • If the Big Character Moment happens during natural downtime conversation and you just get that "AHA" moment, or if you take a downtime action to deliberately get a highlight moment, gain [a number to be worked on] "inspiration points", leadership-die like Accuracy Dice you can hand out as a reaction, until the "high is gone" and mark one Bond Point.
  • During (significant enough for your group) Downtime, if you have a number of Bond Points equal to the number of Bond Powers you already have, you may clear all Bond Points and gain a new Bond Power.
  • Additionally, once per [encounter or mission, I haven't settled], you may spend a Bond Point to downgrade the severity of negative consequences through the strength of your connections, convictions, and character arc. This can never avoid all consequences, but it sure can turn certain death into a Space Hospital stay, or turn long-term consequences with the local law into "locked up overnight, space-fingerprinted, and added to the space Watch List for a while".
  • Finally, if you have [3 or more?] Bond Points, you may clear all Bond Points and completely avoid consequences, even consequences that have already been assessed. If you use this for something like "actually no I DON'T want my character to be killed in the mech explosion that we resolved, can they hobble into base later" you don't get your mech back in perfect condition, it's "as if restored from a wreck by Repairs", but it gives you limited retcon powers to that extent.

The main purpose is to slow down the rate of Bond Power acquisition, since as-written it's very possible to get a new Bond Power every 2 sessions, which is great if your Lancer game is projected to last 20 sessions or less! but significantly less great if you have longer-term plans or projections. The options to "bleed off" Bond (Advancement) Points are partly there to, er, bleed them off, but also there to give players an outlet so they don't just feel like they're building up eventual XP for a payout way in the future.

It's not quite baked yet, but that's the general recipe.

Interesting and thanks for the reply :D

Honestly this has my attention a bit; I think re: the big thing I had difficulty wrapping my head around Bonds as a system was the per-session basis. Narrative IS different from Tactical obviously, but the fact is in a fact that Tactical having this clear Scenes&Mission structure.... well, really help structure the progression of tactical talents, licenses, etc. There's not really anything like XP in Tactical play so progression is very much tied to, well, the player's progress through the story.

So while narrative play IS kind of more unstructure by nature, there's something that still felt a bit.... off about just how the progression XP system worked? Since there's a lot of thing that can cause a session to actually last very long but cover little events and on the opposite to cover a lot of events in a short time and I couldn't help but think about this compared to tactical play where there's this clear structure for stuff like Core Powers being that thing "you can only use it once in the entire mission which will be many many scenes in some case".

And it's been on my mind a lot but at the same time I still really really want to use the system(especially as I'm going to eventually start a remixed version of No Room for a Wallflower with my players starting at LL4, but also due to how the last module/adventure they played in ended I want to try to specifically try to run an extended narrative thing just to cover how they GET there especially with some members of the party split from the others in the extended aftermath of the last module we played(essentially, Dustgrave.
As after running through the module we ran a "Where are they now?" interlude session where the party decided to stick around in Port Conroy for a while after all... leading to one becoming a vigilante to take down crime boss Magenta Red in the ruined upper layers of the underground city.
Which she succeeded in we decided after some rolls, but caused enough chaos to attract IPS-N/Port Conroy Autorithies, leading her to be deemed a vigilante/criminal. And after more rolls, we decided led to her being captured and in IPS-N custody/captivity while the rest of the party had to evacuate Port Conroy at her demand so they don't get captured too).

So now I have to think about how to segue the situation where the party get reunited especially as new characters will be joining especially for Wallflower ^^;

Re: the disjoint between narrative and tactical, I feel you there, for lancer especially I really feel like the narrative side has very little vision for it, that all the work was put into the tactical side, and then “at the last minute” someone pointed out “mech media often has scenes of dramatic import and/or tension outside the mech, maybe we should support our world like that instead of just in fiction” and a framework was scrambled into place, and the KTB bonds is even more plainly and haphazardly lifted from BitD (not in a plagiarism manner, to be clear, but in a “copy what works without understanding how or why it works at all, just that you’ve played th e game its originally from so it must be good enough” manner) in what feels like a bid to say “see, characters can Be Cool and Have Special Abilities outside of their mechs too!” more than anything else

(If I’m being playfully uncharitable, I might make a comment about how one head designer’s only mech media experience of note being armored core is clearly showing - I’m an AC fan from way back myself, but knowing that it’s a writer’s only major mech media exposure explains things like the license and advancement system, as well as the lack of support for anything outside the cockpit, a mixed bag of influences…)

The session-vs-mission was a sticking point for me too, essentially. It helps that I’d been poking at alternate campaign/advancement frameworks not necessarily tied to “the Mission”, for a looser campaign-map approach, so I was already thinking kind of critically about it, but the disconnect grabbed my attention.

Yeah.
I have mixed feeling about narrative because with advanced narrative rules the different "structure" framework(i.e. session based as opposed to tactical's mission-based which can be multiple sessions which could oddly mean Bonds progressive MUCH faster than licenses level if a mission is narrative-heavy enough) is a tough thing to wrap my head around;

On the other I was blessed with very gifted groups and there was just something about.... how the lighter rules in narrative really meshed well with our relatively freeform roleplaying which made it surprising how much mileage we got out of roleplay using only the triggers/etc system without even using Bonds which was why I'd begun to consider trying out Bonds rules in our games. (but this said, the fact the group's roleplay was going so well with just the extremely loose base narrative rule is something I had to admit had one of my players unsure if Bonds, or any system for that matter, would truly add up to the experience).

One thing I do have to say that I did conceptually like of Bonds was how the playbooks aren't "classes" per se but specifically storytelling archetypes and how a lot of the abilities thus aren't "is good with sword" but instead stuff that outright feel "invoke storytelling trope related to archetype" almost more like editorial power given to the player to influence how a scene might play.

Edit on a sidenote I did find myself wondering on re: if there could be ways to more directly integrate aspect of narrative play into tactical.
I was re-reading actions people can take in tactical play and how players CAN do some freeform-ish stuff using mech skill check even in tactical combat via full actions, something I feel is overlooked.
But also if advanced narrative's Stress/Breaking/Burden rules couldn't be integrated into tactical play as a way to better aknowledge the squishy pilot inside of the mech in the first place(without going outright "if your mech is destroyed you die" but possibly including stuff like "if your mech take structure damage, your pilot take Stress because of the concussions/etc of being rocked so much around" and so on, perhaps even including Stress on critical hits "the mech is no more wrecked because NPC damage IS fixed in most case, but the pilot sure get shaken around past what the shock absorbers can do").

I'm a big fan of integrating narrative and tactical, particularly having Stress accumulate at times during combat (my players have a habit of avoiding stress through clever bargaining and high rolls, so that's a special treat for me as a DM, giving them more dramatics to manage).

The big rule of thumb I hold to is "for a narrative action to simulate mech-action-scale effect, some amount of powerful devils' bargain has to be struck". it falls under the "dearly beloved, we are gathered here today for tactical mech action" clause, wherein the buy-in is that cleverness should be rewarded but bypassing the rules "too much as a matter of course wherein Try A Narrative Action! becomes the first-order optimal solution" means we are getting further and further from the whole reason we're playing the game. Beyond that, "go nuts!" is my advice, it's always good to find ways to integrate a game holistically!

I have this acid taste in the back of my mouth any time I read "it's only a game" and the common followups from anyone I don't know/trust deeply (or the very occasional "for some reason this passes the vibes check" rarity) because GOD. DAMMIT.

There's so many angles at play here, there's this whole duality of "well yeah it IS only a game" but also "but as craft and art, as statement and messaging, there is seriousness to it" at the same time, not to MENTION "but we're also engaging in community with each other, interpersonal relationship can be fun and delightful but is also axiomatically serious because when you form connections with people, you affect them directly" and so on and so on and just.

I'm so tired.

in reply to @caffeinatedOtter's post:

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