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General Tabletop Discussion
*TTRPGs General
Do TTRPGs Need to "Modernize?"
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<blockquote data-quote="Lanefan" data-source="post: 9260489" data-attributes="member: 29398"><p>Nearly every one of those is IMO either a neutral or negative development. If a game has a win condition, the point of playing the game is to - within the rules - achieve that win condition; and if achieving that win condition means other players lose then tough: so be it.</p><p></p><p>And if the game doesn't have a defined win condition then, in most cases, what's the point?</p><p></p><p>One of the true beauties of most RPGs is the very fact that they can be completely open-ended in duration, be it the duration of an individual session or the campaign as a whole. Why would anyone want to mess with this other than for externally-limiting reasons e.g. a convention game where you've only got a set block of time?</p><p></p><p>Tough. Fact of life: there's going to be times during the game when for one reason or another you're not going to be involved. No sympathy here.</p><p></p><p>That's not good; and is part of why I allow players to run two characters at once if they want: if something bad happens to one, you've still got the other.</p><p></p><p>How would this work in practice if the in-fiction death happens early in the session? Does the character tag along as a ghost for the evening?</p><p></p><p>Again, tough, Fighters don't hit on every attack, why should casters succeed on every spell?</p><p></p><p>If by modernize you mean adopt what you're suggesting here, that's a fairly hard "no" from me.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9260489, member: 29398"] Nearly every one of those is IMO either a neutral or negative development. If a game has a win condition, the point of playing the game is to - within the rules - achieve that win condition; and if achieving that win condition means other players lose then tough: so be it. And if the game doesn't have a defined win condition then, in most cases, what's the point? One of the true beauties of most RPGs is the very fact that they can be completely open-ended in duration, be it the duration of an individual session or the campaign as a whole. Why would anyone want to mess with this other than for externally-limiting reasons e.g. a convention game where you've only got a set block of time? Tough. Fact of life: there's going to be times during the game when for one reason or another you're not going to be involved. No sympathy here. That's not good; and is part of why I allow players to run two characters at once if they want: if something bad happens to one, you've still got the other. How would this work in practice if the in-fiction death happens early in the session? Does the character tag along as a ghost for the evening? Again, tough, Fighters don't hit on every attack, why should casters succeed on every spell? If by modernize you mean adopt what you're suggesting here, that's a fairly hard "no" from me. [/QUOTE]
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