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Breaking Morale
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<blockquote data-quote="Nagol" data-source="post: 7758713" data-attributes="member: 23935"><p>I tend to agree with your hypotheses: players don't like it because it interferes with how they see their alter-egos. DM's don't like it because it makes the situations more swingy -- sometimes the opponents break early and the PCs get an "undeserved" win; other times the PCs break and a scripted game stalls.</p><p></p><p>I prefer games with morale and/or more general temptation systems. It gives another dimension for strategy and tactic (instead of storming the gate guarded by 40 men, maybe we can scare them off with this holocaust cloak, wheelbarrow and some fire!). It adds dimensions to character design -- if you want an iron-willed character that won't break, you need to spend resources on it. Finally, it adds potential depth to situations and pathways to the narrative that the typical unwavering group of unbreakable unbribeable protagonists won't access.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7758713, member: 23935"] I tend to agree with your hypotheses: players don't like it because it interferes with how they see their alter-egos. DM's don't like it because it makes the situations more swingy -- sometimes the opponents break early and the PCs get an "undeserved" win; other times the PCs break and a scripted game stalls. I prefer games with morale and/or more general temptation systems. It gives another dimension for strategy and tactic (instead of storming the gate guarded by 40 men, maybe we can scare them off with this holocaust cloak, wheelbarrow and some fire!). It adds dimensions to character design -- if you want an iron-willed character that won't break, you need to spend resources on it. Finally, it adds potential depth to situations and pathways to the narrative that the typical unwavering group of unbreakable unbribeable protagonists won't access. [/QUOTE]
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