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D&D Obsessions or Minimizing Exposure and Pixel Bitching
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<blockquote data-quote="Umbran" data-source="post: 6736853" data-attributes="member: 177"><p>I am seeing a similar effect in my own group. </p><p></p><p>We had a 5 year campaign of classic Deadlands, which, if you are not conflict averse, you get into a fight where you can easily be permanently maimed or killed. The party was built for conflict avoidance combined with the ability to put up a nigh solid wall of flying lead when conflict did appear.</p><p></p><p>With the end of that game, we chose to take on a short arc of Atomic Robo. Complete genre shift - a comic book game in which Action is the name of the game (and the characters are basically "Action Scientists". As a FATE-based game, character death only occurs if the GM so wills it. But, even though they know this intellectually, most of the group hasn't internalized it. This chafes on the couple of players who just want to get *on* with it, instead of having analysis paralysis.</p><p></p><p>So, I might suggest that at least part of the difference is an assumed-genre thing. Internally, the long-term players assume a very risky genre. The new folks don't have that same base assumption.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6736853, member: 177"] I am seeing a similar effect in my own group. We had a 5 year campaign of classic Deadlands, which, if you are not conflict averse, you get into a fight where you can easily be permanently maimed or killed. The party was built for conflict avoidance combined with the ability to put up a nigh solid wall of flying lead when conflict did appear. With the end of that game, we chose to take on a short arc of Atomic Robo. Complete genre shift - a comic book game in which Action is the name of the game (and the characters are basically "Action Scientists". As a FATE-based game, character death only occurs if the GM so wills it. But, even though they know this intellectually, most of the group hasn't internalized it. This chafes on the couple of players who just want to get *on* with it, instead of having analysis paralysis. So, I might suggest that at least part of the difference is an assumed-genre thing. Internally, the long-term players assume a very risky genre. The new folks don't have that same base assumption. [/QUOTE]
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