Draco_Argentum wrote:And heres the disconnect. The military wants to reduce tactical depth. If they could answer every situation with 'air strikes until they surrender' they would do just that. Their objective is to complete an objective with minimum resource expenditure.
I must admit that Lago and Frank probably covered this in depth, bashing me repeatedly over the head with as best they could; but for whatever reason, it just wasn't resonating with me. This resonates. As a matter of fact, it hit me so hard, that I've waited 2 weeks to respond just so that I could take the time to fully re-examine the issue from the bottom up.Murtak wrote:In game terms, those FRAGPLANS are an attempt to solve the game - what Frank refers to as scripting. And if that is possible, the solved part of the game disappears. It still has to rolled and calculated, but all the decisions are gone, only the work remains. And that is of course not desirable. So being able to script battles is bullshit and ruins combat. If you want battles to matter, you necessarily have to remove the scripting minigame, no matter how fun it might be.
Here's where I'm at so far:
This "tactical depth" is obviously in relation to the tactical miniatures game. As characters advance, it seems that the game should gradually shift from a tactical focus to a strategic focus. At level 3, you simply don't have enough options to implement any real strategy -- you are relying almost completely on tactics. This means that you can try to script all you want, and the game can still be as tactically deep as MC wants it to be. If you're still absorbed in the tactical portion at level 20, ...... well, a couple of things should be happening:
If you want to be able to play the same type of tactical game, just with bigger #'s and prettier scenery, then you have 2 options:
1) scale all your #s. If you want to maintain the tactical miniatures game, you can't just jump up the hit, damage, save, AC, etc.; you also need to scale the # of actual pieces on the board. This way leads to wargaming ;
2) puzzle encounters. the more cool stuff you have to play with, the more resistances/immunities the monsters need to have. now you have yourselves an arms race that takes place in all kinds of crazy cross-planar, multi-dimensional environments.
Alternatively, you can realize and accept that the game shifts from a tactical focus to a strategic focus. This means that you start playing a different game. As characters advance, strategy replaces tactics. Your strategic elements become your tactics. Sometimes this means wargaming; but sometimes this means that terraforming the moon effectively becomes a "tactic".
I'm still working on this, but it's what I've got so far.