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The importance to RPGing of *engaging* situations
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<blockquote data-quote="kenada" data-source="post: 8921911" data-attributes="member: 70468"><p>Our crew has gone from tier 0 weak to tier IV weak. We’re a major player in Duskvol now. I’m having trouble reconciling the idea that every system is calculated to make our situation slightly worse with the fact that we are rapidly approaching a point where we could subvert or take over the government after having started as basically nobodies. That seems like the opposite of worse except for the fact we do have a lot of alliances and enemies and obligations and trauma we’ve picked up along the way, but that also seems emblematic of our actions having consequences and our play generating things that matter to us (since these outcomes all followed from our pursuit of things important to or interesting to us). Are you speaking at a lower level than that?</p><p></p><p>Like, how in a score, you’re going to be facing consequences and having to decide how you want to handle them. Do you take them (the clocks, the heat, the harm, etc)? Do you resist and risk stress and trauma? These are decisions you have to make as you work towards your goals, and it inevitably involves expending resources (gear, stress, etc) as part of getting there. I see that as similar to a game like Pathfinder where you have to deal with things like traps (make a saving throw) and monsters (try not to take too much damage in combat) along the way to your goal. Those are both a form of attrition model, though BitD arguably works more completely (there is no way to really avoid it while newer versions of Pathfinder and its peers tend not to enforce the model very strongly if at all). Another difference with BitD is it gives players more control over how they resist a consequence instead of relying on luck alone to mitigate it (and hence the reason why games have evolved away from save or die/suck effects or to make them more gradual with multiple failures required for the full effect).</p><p></p><p>Am I off base or at least somewhat close? You say it’s you, so I’m not arguing with that. I’m just trying to understand a different viewpoint.</p></blockquote><p></p>
[QUOTE="kenada, post: 8921911, member: 70468"] Our crew has gone from tier 0 weak to tier IV weak. We’re a major player in Duskvol now. I’m having trouble reconciling the idea that every system is calculated to make our situation slightly worse with the fact that we are rapidly approaching a point where we could subvert or take over the government after having started as basically nobodies. That seems like the opposite of worse except for the fact we do have a lot of alliances and enemies and obligations and trauma we’ve picked up along the way, but that also seems emblematic of our actions having consequences and our play generating things that matter to us (since these outcomes all followed from our pursuit of things important to or interesting to us). Are you speaking at a lower level than that? Like, how in a score, you’re going to be facing consequences and having to decide how you want to handle them. Do you take them (the clocks, the heat, the harm, etc)? Do you resist and risk stress and trauma? These are decisions you have to make as you work towards your goals, and it inevitably involves expending resources (gear, stress, etc) as part of getting there. I see that as similar to a game like Pathfinder where you have to deal with things like traps (make a saving throw) and monsters (try not to take too much damage in combat) along the way to your goal. Those are both a form of attrition model, though BitD arguably works more completely (there is no way to really avoid it while newer versions of Pathfinder and its peers tend not to enforce the model very strongly if at all). Another difference with BitD is it gives players more control over how they resist a consequence instead of relying on luck alone to mitigate it (and hence the reason why games have evolved away from save or die/suck effects or to make them more gradual with multiple failures required for the full effect). Am I off base or at least somewhat close? You say it’s you, so I’m not arguing with that. I’m just trying to understand a different viewpoint. [/QUOTE]
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