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At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now
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<blockquote data-quote="hawkeyefan" data-source="post: 8588948" data-attributes="member: 6785785"><p>This is an interesting question, and I don't know if I have an answer for it, but I will offer a thought.</p><p></p><p>I think that in some games... the one I have most strongly in mind is Blades in the Dark (which prompted the stolen car quote, I believe)... the mechanics that you can use skillfully support playing dangerously. Blades empowers players to be bold and daring and to come through. </p><p></p><p>In our campaign that just ended, I played a Lurk and one of my first playbook abilities was the Daredevil ability. This means whenever the character takes a Desperate Action, he gets +1d on the roll. He also suffers a -1d to any Resistance rolls against consequences, but that also ramps up the danger. Plus, Desperate actions give you a point of XP as well, so I am rewarded with XP and an extra die when I take actions that are highly dangerous, and they actually become more so because my ability to Resist is lessened. </p><p></p><p>So I think that although there can be conflict between Skilled Play and other play goals.... and I've seen enough brave and hearty fighters in D&D go full turtle mode at the sign of a trap or when they're down to 7 HP to know this happens..... it doesn't need to be the case. It may or may not, depending on the game and the mechanics in question.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8588948, member: 6785785"] This is an interesting question, and I don't know if I have an answer for it, but I will offer a thought. I think that in some games... the one I have most strongly in mind is Blades in the Dark (which prompted the stolen car quote, I believe)... the mechanics that you can use skillfully support playing dangerously. Blades empowers players to be bold and daring and to come through. In our campaign that just ended, I played a Lurk and one of my first playbook abilities was the Daredevil ability. This means whenever the character takes a Desperate Action, he gets +1d on the roll. He also suffers a -1d to any Resistance rolls against consequences, but that also ramps up the danger. Plus, Desperate actions give you a point of XP as well, so I am rewarded with XP and an extra die when I take actions that are highly dangerous, and they actually become more so because my ability to Resist is lessened. So I think that although there can be conflict between Skilled Play and other play goals.... and I've seen enough brave and hearty fighters in D&D go full turtle mode at the sign of a trap or when they're down to 7 HP to know this happens..... it doesn't need to be the case. It may or may not, depending on the game and the mechanics in question. [/QUOTE]
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