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Do TTRPGs Need to "Modernize?"
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<blockquote data-quote="MintRabbit" data-source="post: 9278972" data-attributes="member: 7044790"><p>Some of the games I mentioned would be suitable for one-shots, but if you want long-term games...</p><p></p><p>FFG Age of Rebellion gives players Duty that they can choose to fulfill in order to both gain experience and increase their group's rank. Increasing your squad's rank gives you access to better equipment because the Rebellion sees you as more competent. I also appreciate the differences between success/failure, triumph/despair, and advantage/threat.</p><p></p><p>Brinkwood: Blood of Tyrants has a unique set-up in which characters share their abilities via a series of enchanted masks, allowing players to try new abilities every Foray. The Rebellion has three arenas in which you must grow: Influence, Force and Organization, with each arena providing new assets when you improve it. You also have to play a long-term political game with the various factions you try to win to your cause.</p><p></p><p>Brindlewood Bay and The Between give the players the ultimate say over the actual answer of the mysteries the characters are working to solve, leaving only a few details for the GM to dictate. The games are built with the expectation that the characters will be slowly unveiling a large conspiracy over a number of sessions.</p><p></p><p>Household has a "Decorum" track that ranges from "Embellished" to "Uncouth" and certain actions over the course of the game will raise or lower your social status. A campaign could be expected to last for five in-universe years: and according to lore, you're re-telling events that have "already happened"!</p><p></p><p>Legacy games (Life Among the Ruins, Primal Pathways, Godsend) are expected to take place over centuries or longer. The players control a faction, and also a member of a faction. Family members / avatars live and die, their legacies having ripple effects over the the family or the faction, with advancements or changes occurring every time the players invoke a time skip.</p><p></p><p>Sunderwald is a TTRPG that asks you to edit the book as you play it, deciding pieces of lore as you play. Your characters can take physical harm, but they can also take harm in other forms, such as disease, curses, embarrassment, ridicule and mental anguish. Since the book is 152 pages, I doubt you're finishing the game in one session.</p></blockquote><p></p>
[QUOTE="MintRabbit, post: 9278972, member: 7044790"] Some of the games I mentioned would be suitable for one-shots, but if you want long-term games... FFG Age of Rebellion gives players Duty that they can choose to fulfill in order to both gain experience and increase their group's rank. Increasing your squad's rank gives you access to better equipment because the Rebellion sees you as more competent. I also appreciate the differences between success/failure, triumph/despair, and advantage/threat. Brinkwood: Blood of Tyrants has a unique set-up in which characters share their abilities via a series of enchanted masks, allowing players to try new abilities every Foray. The Rebellion has three arenas in which you must grow: Influence, Force and Organization, with each arena providing new assets when you improve it. You also have to play a long-term political game with the various factions you try to win to your cause. Brindlewood Bay and The Between give the players the ultimate say over the actual answer of the mysteries the characters are working to solve, leaving only a few details for the GM to dictate. The games are built with the expectation that the characters will be slowly unveiling a large conspiracy over a number of sessions. Household has a "Decorum" track that ranges from "Embellished" to "Uncouth" and certain actions over the course of the game will raise or lower your social status. A campaign could be expected to last for five in-universe years: and according to lore, you're re-telling events that have "already happened"! Legacy games (Life Among the Ruins, Primal Pathways, Godsend) are expected to take place over centuries or longer. The players control a faction, and also a member of a faction. Family members / avatars live and die, their legacies having ripple effects over the the family or the faction, with advancements or changes occurring every time the players invoke a time skip. Sunderwald is a TTRPG that asks you to edit the book as you play it, deciding pieces of lore as you play. Your characters can take physical harm, but they can also take harm in other forms, such as disease, curses, embarrassment, ridicule and mental anguish. Since the book is 152 pages, I doubt you're finishing the game in one session. [/QUOTE]
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