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Crows Officially Announced by MCDM
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 9852273" data-attributes="member: 11760"><p>Sure, but as has been discussed ad nauseum here every time someone asks how they can run a better horror game in D&D, powering up your player characters too much makes horror a lot harder to pull off.</p><p></p><p>If you build characters getting more powerful into the character design system, rather than into the adventure design, you are all but guaranteeing that some tables will see characters outpacing the threat level of the game, rendering a lot of the horror aspects moot.</p><p></p><p>If we look at successful horror games like Call of Cthulhu or Mothership, we see the player characters stay weak forever. In contrast, in horror-coded games like the World of Darkness games, it's easy, even in the most horrific editions, for characters to get powerful enough to survive anything other than an adversarial GM, turning the games into the Underworld movies -- fun, but not at all scary.</p><p></p><p>That said, the MCDM folks are smart designers and I'm sure they've thought about this issue. So we'll see what they come up with.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 9852273, member: 11760"] Sure, but as has been discussed ad nauseum here every time someone asks how they can run a better horror game in D&D, powering up your player characters too much makes horror a lot harder to pull off. If you build characters getting more powerful into the character design system, rather than into the adventure design, you are all but guaranteeing that some tables will see characters outpacing the threat level of the game, rendering a lot of the horror aspects moot. If we look at successful horror games like Call of Cthulhu or Mothership, we see the player characters stay weak forever. In contrast, in horror-coded games like the World of Darkness games, it's easy, even in the most horrific editions, for characters to get powerful enough to survive anything other than an adversarial GM, turning the games into the Underworld movies -- fun, but not at all scary. That said, the MCDM folks are smart designers and I'm sure they've thought about this issue. So we'll see what they come up with. [/QUOTE]
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