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My Pathfinder 2e Post-Mortem
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8870362" data-attributes="member: 6801252"><p>It's hard to say, I will note that the players coming into TTRPG now are generally informed by video games in respect to their tastes in greater numbers than before, which heavily feature violence as a primary form of engagement nearly across the board, even cozy slice of life farming game Stardew Valley features a many level generic dungeon you can farm with a sword in hand-- and that's not likely to change given how much larger the video game market is, I think there's a desire for games that feature other things, but I don't think it's a pivot so much as an additional interest some players have, with a much smaller number being disinterested in the monster fighting entirely, and out of that number some of them dislike fighting because its heavily mechanical and would resent the intrusion of crunch into their improv roleplay time, I've comes across that type quite a bit.</p><p></p><p>From experience, the VP system meshes ok with feats if only because of how relatively painless it is to offer bonuses-- if you have group impression, but the VP system is in play say in a political context where the resolution of each conversation is too low for its usual effects ("You go and discuss X with Y, lets see how that goes, roll"), it's trivial to convert it to a circumstance bonus to the roll when the player raises the fact that they have it (to reflect the fact that if you're handling a bunch of people at once, you're effectively playing the odds) whereas if the resolution is higher, it might be usable ("Ok the guest list includes four of X, because you're going to discuss Y with them and have group impression, let's roleplay it and do the skill rolls as they come up")</p><p></p><p>The weirdness is actually arising from the fact that unlike combat, social stuff sometimes takes place in encounter mode (word for word conversations, the back and forth of a detailed scene), sometimes takes place in exploration mode (a series of interactions across a ball that aren't tracked individually), or even in downtime mode, so the bonuses that benefit it sometimes needs to flex a little to reflect those three different framings.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8870362, member: 6801252"] It's hard to say, I will note that the players coming into TTRPG now are generally informed by video games in respect to their tastes in greater numbers than before, which heavily feature violence as a primary form of engagement nearly across the board, even cozy slice of life farming game Stardew Valley features a many level generic dungeon you can farm with a sword in hand-- and that's not likely to change given how much larger the video game market is, I think there's a desire for games that feature other things, but I don't think it's a pivot so much as an additional interest some players have, with a much smaller number being disinterested in the monster fighting entirely, and out of that number some of them dislike fighting because its heavily mechanical and would resent the intrusion of crunch into their improv roleplay time, I've comes across that type quite a bit. From experience, the VP system meshes ok with feats if only because of how relatively painless it is to offer bonuses-- if you have group impression, but the VP system is in play say in a political context where the resolution of each conversation is too low for its usual effects ("You go and discuss X with Y, lets see how that goes, roll"), it's trivial to convert it to a circumstance bonus to the roll when the player raises the fact that they have it (to reflect the fact that if you're handling a bunch of people at once, you're effectively playing the odds) whereas if the resolution is higher, it might be usable ("Ok the guest list includes four of X, because you're going to discuss Y with them and have group impression, let's roleplay it and do the skill rolls as they come up") The weirdness is actually arising from the fact that unlike combat, social stuff sometimes takes place in encounter mode (word for word conversations, the back and forth of a detailed scene), sometimes takes place in exploration mode (a series of interactions across a ball that aren't tracked individually), or even in downtime mode, so the bonuses that benefit it sometimes needs to flex a little to reflect those three different framings. [/QUOTE]
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