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Aliens RPG Post Mortem
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<blockquote data-quote="Justice and Rule" data-source="post: 8423696" data-attributes="member: 6778210"><p>No, it's not because you're not the same person when you approach it when you're at 8 Stress compared to when you are at 0 Stress. The fact that the situation and the conditions are the same matter less than the fact that the state of the character is completely different.</p><p></p><p></p><p></p><p>Nor was it what I was trying to say. <em>I </em>don't have an anxiety disorder, nor does my friend. That's not what I'm talking about <em>at all </em>when I was relating those stories. Rather, that regular people under stress can break down while trying to do normal tasks.</p><p></p><p></p><p></p><p>Except that you can totally earn stress from mundane stressors as well. One of the biggest ways you can earn stress is from pushing a roll, which does not need to be in some hyper-terrifying or hostile environment: it could be something that needs to be done where failure is an option. Trying to convince someone of something and pushing the roll could get you a Stress.</p><p></p><p></p><p></p><p>No, it doesn't. You're missing two big points here that are outlined in the book.</p><p></p><p>The first is that they specifically say that you shouldn't roll too often, exactly for those reasons. You should save rolling dice for tough situations or dramatic ones. When you are doing your day job, you wouldn't be rolling for every door you are fixing, or at least you shouldn't be. Hell, for regular maintenance of a ship it's a single roll a <em>week. </em>So you wouldn't be creating these feedback loops because you wouldn't be making all these rolls to begin with.</p><p></p><p>The second half of that is that in a regular situation, you would be able to destress. It only takes 5-10 minutes of rest/relaxation in a safe space to lose a point of stress. A 15 minute break could lose you 2-3 Stress dice alone. To build up 7 stress dice to even be able to do what you're talking about wouldn't make any sense unless you are constantly forcing your players to roll every mundane thing, and be unable to rest at all or not feel safe.</p><p></p><p>So no, the situation you describe of "fixing airlocks all day and end up running away from one" doesn't work because to do so would go specifically against the guidance of the rulebook. That's just not how the rules are supposed to be run, so of course you'll get some weird feedback loops. They tell you that outright.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 8423696, member: 6778210"] No, it's not because you're not the same person when you approach it when you're at 8 Stress compared to when you are at 0 Stress. The fact that the situation and the conditions are the same matter less than the fact that the state of the character is completely different. Nor was it what I was trying to say. [I]I [/I]don't have an anxiety disorder, nor does my friend. That's not what I'm talking about [I]at all [/I]when I was relating those stories. Rather, that regular people under stress can break down while trying to do normal tasks. Except that you can totally earn stress from mundane stressors as well. One of the biggest ways you can earn stress is from pushing a roll, which does not need to be in some hyper-terrifying or hostile environment: it could be something that needs to be done where failure is an option. Trying to convince someone of something and pushing the roll could get you a Stress. No, it doesn't. You're missing two big points here that are outlined in the book. The first is that they specifically say that you shouldn't roll too often, exactly for those reasons. You should save rolling dice for tough situations or dramatic ones. When you are doing your day job, you wouldn't be rolling for every door you are fixing, or at least you shouldn't be. Hell, for regular maintenance of a ship it's a single roll a [I]week. [/I]So you wouldn't be creating these feedback loops because you wouldn't be making all these rolls to begin with. The second half of that is that in a regular situation, you would be able to destress. It only takes 5-10 minutes of rest/relaxation in a safe space to lose a point of stress. A 15 minute break could lose you 2-3 Stress dice alone. To build up 7 stress dice to even be able to do what you're talking about wouldn't make any sense unless you are constantly forcing your players to roll every mundane thing, and be unable to rest at all or not feel safe. So no, the situation you describe of "fixing airlocks all day and end up running away from one" doesn't work because to do so would go specifically against the guidance of the rulebook. That's just not how the rules are supposed to be run, so of course you'll get some weird feedback loops. They tell you that outright. [/QUOTE]
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