My Brain: What if you made a tabletop game that had grid-based tactical combat but was also functionally unplayable without a great deal of player buy-in and commitment to roleplaying
Me: Something that’s a dealbreaker for everyone. Sounds great.
If I was to make such a game, my big hopes would be: Afficher plus
1) Faster and more intuitive combat by focusing more on patterns and mobility (and more than one “piece” per player) than a whole bunch of numbers that need to be memorized and referenced. 2) The “combat layer” and “narrative layer” having more direct and nuanced influences on each other 3) GM not having to pull their punches in combat out of fear of removing a PC from the game in trivial situations. 4) Mechanical possibilities that force players to adapt their roleplaying