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Boss Monsters? I Just Say No!
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<blockquote data-quote="GMMichael" data-source="post: 7758047" data-attributes="member: 6685730"><p>This is awesome. Did your DM's jaw drop? "But, you're supposed to fight it!"</p><p></p><p>Why not? There must be <em>one</em> TRPG that has save-games. I've thought about using the concept a few times, but I just settled on playing a game that offers alternatives to perma-death. What's the high-mortality game...Hackmaster?...in which you create multiple characters in the beginning? That's effectively using save-games.</p><p></p><p>I realize you're referring to the average CRPG here, but Hellblade is a notable exception to this. And I think Darkest Dungeon requires you to say goodbye to your heroes when they die. And if I may go 88 mph here, Gauntlet didn't let you save, as long as you had enough quarters or free time.</p><p>A well-designed single-boss is going to require just as much plotting as a group-boss. One big difference is the dividing line between success and failure. It's much easier, and potentially more rewarding, for a group to drop the single-boss and say "mission accomplished" than it is to know at what point to declare accomplishment when clearing the evil temple. What if an acolyte survives? What if the temple stands and another church moves in? What if everyone flees, just to congregate somewhere else?</p><p></p><p>I don't want to spoil anything, but Hellblade: Senua's Sacrifice offers some interesting takes on what passes for a boss, too. Check it out.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 7758047, member: 6685730"] This is awesome. Did your DM's jaw drop? "But, you're supposed to fight it!" Why not? There must be [I]one[/I] TRPG that has save-games. I've thought about using the concept a few times, but I just settled on playing a game that offers alternatives to perma-death. What's the high-mortality game...Hackmaster?...in which you create multiple characters in the beginning? That's effectively using save-games. I realize you're referring to the average CRPG here, but Hellblade is a notable exception to this. And I think Darkest Dungeon requires you to say goodbye to your heroes when they die. And if I may go 88 mph here, Gauntlet didn't let you save, as long as you had enough quarters or free time. A well-designed single-boss is going to require just as much plotting as a group-boss. One big difference is the dividing line between success and failure. It's much easier, and potentially more rewarding, for a group to drop the single-boss and say "mission accomplished" than it is to know at what point to declare accomplishment when clearing the evil temple. What if an acolyte survives? What if the temple stands and another church moves in? What if everyone flees, just to congregate somewhere else? I don't want to spoil anything, but Hellblade: Senua's Sacrifice offers some interesting takes on what passes for a boss, too. Check it out. [/QUOTE]
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