Originally Posted by
kyoryu
In CaS, the goal is that the encounter itself is interesting. As pointed out, the GM can ensure an interesting and balanced encounter. Often/generally, the players won't choose what encounters they go into. The assumption is that the encounters will be balanced, and players can approach them with what they have and what is in the encounter.
This doesn't mean that tactics are irrelevant. It does mean that, generally, each encounter is a "closed set" and is designed to be "beatable" given what's on hand.
In CaW, the combat itself is not the interesting bit. Pursuing goals is. Combat is just a means to an end, not the end in and of itself. As such, having an "interesting" encounter isn't valuable. What is valuable is having an objective that can be attained in multiple ways, and a complex situation that gives players options both in terms of what encounters to engage in, what encounters to bypass, and how to engage in encounters.
That's one of the areas that the CaS/CaW examples usually fail in, is that they both presume that the encounter is happening. Encounter selection is a huge part of CaW, and so ignoring that misses a ton.
I'd also say that CaS lends itself more to more linear games, while CaW lends itself more to more open games.
And that's probably a big part of the problem is that people talking about these terms are probably more used to one style of game than another, and so interpret them from a framework that is primarily based on one or the other, and so exaggerate the one that they're really doing (since they think what they do is "normal" and therefore the term being used must express something "more"), while shoving the other one's square peg into the round hole of their expectations.
I do think the terms are valuable, as they, in many ways, capture the essence. In war, you want things as unfair as possible. The goal is not to show off how good you are at fighting, the goal is to either completely avoid fights, or to make them so one-sided that one side has to retreat immediately. The best fight in a war is boring. The goal is to arrange the situation so that you have as lopsided of a situation as possible. That doesn't mean that having people good at fighting, or good at tactics on the micro-level isn't helpful or important.... but it's the secondary factor.
In sports, however, we want to see teams that are fairly evenly matched (though in RPGs we generally want things to be tilted in the players' favor). We want a thrilling game between well matched teams where the result is up in the air. That doesn't mean that people in sports "play dumb". They play as smart as they can, but they ideally start on a roughly even playing field. They can get an advantage by "good play", but they can't get an advantage by putting twice as many people on the field. Sometimes you'll get some advantage outside of the strict boundaries of the sport (home field advantage, advantage from being used to different types of weather, etc.), but the primary emphasis is on a "fair" fight between two reasonably even sides.