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Jan H's avatar

Great post, and after rereading it for a second time, I was wondering if I could prod your mind with regards to the concept of tactical infinity and how it might affect the choices players can make in combat.

Let us take, for example, the quite straightforward combat system of BX. Now let's say a player wants to do something that is not in the rules, e.g., called shots, grappling. Now, a GM could do one of two things. He could (a.) refer the player back to the rules ("You want to grapple the orc? Well, grappling is not possible in this system, so we handle it like a normal melee") or (b.) he can make up a ruling ("Well you are stronger then the orc, so a 4-in-6 chance that you will be able to pin him down").

Both strategies of handling these out of rules actions can have their implications on the choices the players will make afterwards. Strategy A will bring the focus back to the rules of the game and force players to make decisions within that context. E.g., if you want to beat the orcs, you got to overcome them through clever planning. Strategy B will probably make your players try more creative solutions to circumvent the combat system.

What is your view on this?

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Sean Nibert's avatar

Some of the best sessions, high player interactions, high interest in keeping an energetic game play flowing, comes from finding ways to defeat the rules.

The rules are necessary for this to happen but should not ever be absolutes..

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