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General Tabletop Discussion
*TTRPGs General
Absolute Player Aversion to Perceived "Failure"
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<blockquote data-quote="tomBitonti" data-source="post: 6183673" data-attributes="member: 13107"><p>A question though ... do the wounded players still have opportunities to contribute to the scenes?</p><p></p><p>Examples come to mind where they could still contribute, as well as examples where they might not.</p><p></p><p>Also, are the players used to scenes with predefined balance between the players and opponents? For example, in 3E and 4E, encounters follow a more or less fixed formula, with players rather unable to handle encounters at the defined difficulty unless they are healed and have their full resources. The GM is of course able to adjust the difficulty, but, using standard encounter design, they wouldn't. Players might back off or pick different encounters, but then again standard design doesn't give them that much control.</p><p></p><p>Within such a framework, players will tend to the behavior you are noting. Not wholly their fault to fall into the behavior.</p><p></p><p>I'm thinking -- A key is to show that they have more control over the encounters and how they set the stage for the encounters, as well as showing that they have a lot to do (and still be effective) while being wounded.</p><p></p><p>Thx!</p><p></p><p>TomB</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 6183673, member: 13107"] A question though ... do the wounded players still have opportunities to contribute to the scenes? Examples come to mind where they could still contribute, as well as examples where they might not. Also, are the players used to scenes with predefined balance between the players and opponents? For example, in 3E and 4E, encounters follow a more or less fixed formula, with players rather unable to handle encounters at the defined difficulty unless they are healed and have their full resources. The GM is of course able to adjust the difficulty, but, using standard encounter design, they wouldn't. Players might back off or pick different encounters, but then again standard design doesn't give them that much control. Within such a framework, players will tend to the behavior you are noting. Not wholly their fault to fall into the behavior. I'm thinking -- A key is to show that they have more control over the encounters and how they set the stage for the encounters, as well as showing that they have a lot to do (and still be effective) while being wounded. Thx! TomB [/QUOTE]
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