Monday, April 8, 2024

The Business: Operational Tempo & Proper Campaign Play

There's something else that needs to be kept in mind when we talk about how Vidya beats Tabletop for a lot of adventure game stuff.

Vidya, for certain games so far, does a far better job realizing how a man in that environment has to think and act to succeed than on Tabletop. The game that illustrates this best is BattleTech. Both the Harebrained Schemes adaptation and the Pirahna Games one handle all of the actual campaign stuff better than tabletop because it's shoved into the faces of the typical player; you have to master logistics to win the game.



Streamer commentary makes the experience so much better.

Notice that both of these games have their own ways of doing Conventional Play's disregard of Strict Timekeeping because both of these are single-player games with no pressure upon them by hostile actors; they are both games with Narrative at their core, so you have to trip Plot Triggers for things to happen that matter- just like Conventional Play.

When you go to an Open World mode of play (which both of these videos do), even that is gone. You can do all the refits, train up pilots, go wherever, and the only costs that matter are time and (sometimes) availability. Yes, this is exactly same thing as the old joke about JRPGs where you have to Save The World Right Now, but you spent as much or more time doing sidequests than the main quest because that's where much or most of the game is.

As JD Sauvage said on Twitter the other day, Operational Tempo matters. Conventional Play does not have this. It cannot because it is taken as Referee cheating players, and due to several infamous episodes that got turned into comic strips and running jokes there is substance to that seeming.

Pressure comes from outside the player. Want your man to get that loot in the dungeon? Got to get down there and grab it before some other man does, and that someone else is run by a player- not a NPC run by the Referee.

That player can be you, as you may be forced to bench your first choice man due to what goes down at the table and have to resort to a backup choice to secure that bag instead. (Get used to the idea of having a roster of mans when you play in a real campaign, rotating them on and off the bench as required.)

That player can also be someone else, whom you do not know, and you will not know until that treasure is taken or otherwise removed from the campaign and thus no longer relevant.

That's how things really work when you play a real tabletop adventure game, and you play it in a proper campaign environment. It will not feel like a Narrative; it is not play-acting. It will feel like war, like business- like the competition that it is. Sometimes you win, sometimes you lose- and sometimes you win or lose for reasons that have nothing to do with you.

And the experience is vital to achieving the full power of the tbletop adventure game as a medium.

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