TwoSix
The Year of the TwoSix
That's fine. I'm much more in the "PCs as antiheroes or outright bad guys" camp.Well, that’s just my personal preference. I prefer my D&D to be about heroes being heroic.
That's fine. I'm much more in the "PCs as antiheroes or outright bad guys" camp.Well, that’s just my personal preference. I prefer my D&D to be about heroes being heroic.
That's fine. I'm much more in the "PCs as antiheroes or outright bad guys" camp.
I prefer humans that are better than that. Hence the fantasy.So, stories that reflect the human condition?
Inigo Montoya in the Princess Bride.Most of those stories are about how self-destructive and stupid revenge is.
Greed is a common motivation for RPG characters. In 1st and 2nd edition, it was an explicit assumption, as characters gained xp based on the treasure they found.Who said anything about greed?
No, because their role is to design the world I explore and interact with through my PC. During session 0, before I made my PC, the DM sat down with the group and described the campaign they wanted to run and how it worked. I accepted their concept and then created a character that fit into that concept, and from then on my decisions are based on what that PC can do and know.
IMO, that's how games should go. My preference of course.
TV dramas aren't real world either but most try to make them seem like real life. Why would a game be held to a different standard and why does it matter?
You may prefer cooperative story based games, you don't have to be dismissive of other approaches because they aren't "real".
No, the DM makes decisions based on what would logically happen under the rules of the world. The players have fun because they enjoy interacting with a fantasy world as if it where real.
And that is why they don’t deserve to survive.
I prefer games where at least the player characters are not jerks.
I’m an educator in England, where we speak English.
Well, that’s just my personal preference. I prefer my D&D to be about heroes being heroic.
I prefer humans that are better than that. Hence the fantasy.
If the players aren't interested in taking the game seriously in the way the GM aspires to, does anyone think that rule zero is the solution?
Non-capitalised "grief" is a common noun. To visit grief upon someone is to do something to them that will upset them or make them suffer - I used the phrase because Vincent Baker uses it in his example. I don't think it's very obscure, in any dialect of English.Who is grief, and which Isle? And why does Marie want to visit them? What is the purpose of this?
Apocalypse World is not an adventure RPG, or a challenge-oriented RPG. It's an RPG about people pushed to their physical, emotional and social limits by the stress of living after the apocalypse (hence, "Apocalypse World").This all sounds rather pointless, like a bad soap opera. What is the challenge? Where is the adventure?
I didn't say that you did. I said that not knowing the likely consequences of your actions appears to be a common thing in a certain GM-centred approach to play, and posted your example as an illustration.Sometimes you know the likely consequences of your actions sometimes you don't. I never said you can never make in informed decision
You're not disagreeing with anyone here. @TwoSix didn't say anything about deciding the consequences of punching the nearest guy in the bar. The question was, rather, whether or not there is a "nearest guy" to punch, and who has the power - as a participant in the game - to make the presence of such a person part of the shared fiction.my preference is that the person playing the character is not the one that decides the outcome of their actions.
This being true depends on more than whether or not PCs can die. It also depends upon how circumstances are established, and under what conditions PC death is a possible consequence in the system.In a system where PCs can die, the campaign can end via TPK just due random circumstances.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.