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CONAN LIVES! Info on the new Conan RPG
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<blockquote data-quote="Water Bob" data-source="post: 6682988" data-attributes="member: 92305"><p>It would make more sense to me, too, if it played out in a single scene, for the one character. I still wouldn't like the mechanic, but it would make more sense.</p><p></p><p>But, that's not the way it works.</p><p></p><p>Threat Points are basically Kharma. Do badly, and it comes back to bite you, and everyone around you, in the lower extremities. Being risky and being a hero is tempting the fates in this game.</p><p></p><p></p><p></p><p></p><p></p><p>In d20 terms, Threat Points are akin to a character having a chance to generate a Threat Point every time that character uses a Feat. The more often he uses his Feats, the more likely he'll generate Threat Points.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>It's exactly what I said. Risky, heroic characters are punished because they generate Threat Points more often.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>I find that players feel like they are damned if they do, damned if they don't, when a GM plays that way.</p><p></p><p>The best way is to have a set number of guards. If the PCs blow through them easily, then the PCs should smile and rejoice for a job well done. If the PCs have a hard time, then maybe they should re-think their actions and strategy.</p><p></p><p></p><p></p><p></p><p></p><p>Actually, I find that players are very satisfied when they do well, make great choices, have high dice throws. If that results in them "cruising through the adventure", then they usually pat themselves on the back.</p><p></p><p>It's when every game session--every adventure--is a cake walk that the game becomes dissatisfying.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>What I'm seeing is a meta-game mechanic that punishes players for being risky and heroic.</p><p></p><p>If they roll more dice, to get the interesting and neat effects, they run the risk of more Threat Points.</p><p></p><p>That's not a good game mechanic, in my estimation.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>WHAT???</p><p></p><p>That's exactly the opposite of what I always remind my players in my Mongoose d20 Conan game.</p><p></p><p>I remind them how dangerous and gritty the game world can be. I remind them that this isn't like it was in AD&D where a player tried to kill everything on the map to get the XP.</p><p></p><p>I tell them to play smart. Use tactics. Retreat if they are in over their heads. And be strategic.</p><p></p><p>I tell them NOT to play the game like a computer game.</p><p></p><p>I tell them to live in their character's shoes and experience the world, living through their characters, as if it were real.</p><p></p><p><strong>And...that seems to be exactly opposite of what you say above--and the direction of this new Conan RPG.</strong></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>First, it CAN be done using that Threat Mechanic.</p><p></p><p>And, Second, if a GM doesn't mean to, he probably will still punish the entire group, or another character who didn't generate any Threat, just by using the Threat Points for whatever reason.</p><p></p><p></p><p></p><p>Threat Points, in my opinion, are very bad game design.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6682988, member: 92305"] It would make more sense to me, too, if it played out in a single scene, for the one character. I still wouldn't like the mechanic, but it would make more sense. But, that's not the way it works. Threat Points are basically Kharma. Do badly, and it comes back to bite you, and everyone around you, in the lower extremities. Being risky and being a hero is tempting the fates in this game. In d20 terms, Threat Points are akin to a character having a chance to generate a Threat Point every time that character uses a Feat. The more often he uses his Feats, the more likely he'll generate Threat Points. It's exactly what I said. Risky, heroic characters are punished because they generate Threat Points more often. I find that players feel like they are damned if they do, damned if they don't, when a GM plays that way. The best way is to have a set number of guards. If the PCs blow through them easily, then the PCs should smile and rejoice for a job well done. If the PCs have a hard time, then maybe they should re-think their actions and strategy. Actually, I find that players are very satisfied when they do well, make great choices, have high dice throws. If that results in them "cruising through the adventure", then they usually pat themselves on the back. It's when every game session--every adventure--is a cake walk that the game becomes dissatisfying. What I'm seeing is a meta-game mechanic that punishes players for being risky and heroic. If they roll more dice, to get the interesting and neat effects, they run the risk of more Threat Points. That's not a good game mechanic, in my estimation. WHAT??? That's exactly the opposite of what I always remind my players in my Mongoose d20 Conan game. I remind them how dangerous and gritty the game world can be. I remind them that this isn't like it was in AD&D where a player tried to kill everything on the map to get the XP. I tell them to play smart. Use tactics. Retreat if they are in over their heads. And be strategic. I tell them NOT to play the game like a computer game. I tell them to live in their character's shoes and experience the world, living through their characters, as if it were real. [B]And...that seems to be exactly opposite of what you say above--and the direction of this new Conan RPG.[/B] First, it CAN be done using that Threat Mechanic. And, Second, if a GM doesn't mean to, he probably will still punish the entire group, or another character who didn't generate any Threat, just by using the Threat Points for whatever reason. Threat Points, in my opinion, are very bad game design. [/QUOTE]
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