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General Tabletop Discussion
*TTRPGs General
An examination of player agency
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<blockquote data-quote="Crimson Longinus" data-source="post: 9642519" data-attributes="member: 7025508"><p>I mean I of course chose to roll to resist a thing, but I rolled really badly and IIRC took five stress. And it was not "trivial" in a sense that the effect would have not been bad, it was physical harm, but it was not emotionally meaninful. The events after that however vey much were (and I wanted to resist the harm so I could get there) and it made perfect sense for my character to gain a trauma from that scene, not just at the exact moment the rules indicated. </p><p></p><p>The issue is that as resistance is the game's mechanic for avoiding basically any bad stuff and as the amount of stress you can potentially get from it is more than half of your stress track, it sorta creates situations where not every time you risk trauma by rolling is something super dramatic.</p><p></p><p></p><p></p><p>Oh, true! I hadn't noticed that. Yes, so the Deep Cuts approach is closer to how we handled it and I think that really fixes my issue with it as it does not require awkwardly writing the character out of the scene if it doesn't make sense</p><p></p><p>I feel vindicated, apparently Harper felt it was an issue as well, as it has been changed. (He also made stress from resisting to cap to three, which makes it way less swingy.) So yeah, I like the Deep Cuts version a lot more.</p><p></p><p></p><p></p><p>Right! And my expectations here are not particularly high. With death I'm fine with just some last words (and I would allow a PC in D&D 5e to say such even though by RAW they're unconscious) and with trauma I just wanted my character to do something dramatically stupid before storming off.</p><p></p><p></p><p></p><p>Well a flashback might require and action roll, which might have consequence and one might resit a consequence, roll badly , and somehow get trauma in the present where nothing happened... <img class="smilie smilie--emoji" alt="🤷" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937.png" title="Person shrugging :person_shrugging:" data-shortname=":person_shrugging:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9642519, member: 7025508"] I mean I of course chose to roll to resist a thing, but I rolled really badly and IIRC took five stress. And it was not "trivial" in a sense that the effect would have not been bad, it was physical harm, but it was not emotionally meaninful. The events after that however vey much were (and I wanted to resist the harm so I could get there) and it made perfect sense for my character to gain a trauma from that scene, not just at the exact moment the rules indicated. The issue is that as resistance is the game's mechanic for avoiding basically any bad stuff and as the amount of stress you can potentially get from it is more than half of your stress track, it sorta creates situations where not every time you risk trauma by rolling is something super dramatic. Oh, true! I hadn't noticed that. Yes, so the Deep Cuts approach is closer to how we handled it and I think that really fixes my issue with it as it does not require awkwardly writing the character out of the scene if it doesn't make sense I feel vindicated, apparently Harper felt it was an issue as well, as it has been changed. (He also made stress from resisting to cap to three, which makes it way less swingy.) So yeah, I like the Deep Cuts version a lot more. Right! And my expectations here are not particularly high. With death I'm fine with just some last words (and I would allow a PC in D&D 5e to say such even though by RAW they're unconscious) and with trauma I just wanted my character to do something dramatically stupid before storming off. Well a flashback might require and action roll, which might have consequence and one might resit a consequence, roll badly , and somehow get trauma in the present where nothing happened... 🤷 [/QUOTE]
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