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[Hijack] Debate over definition of "grit." Plus: is Midnight gritty?
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<blockquote data-quote="howandwhy99" data-source="post: 1045017" data-attributes="member: 3192"><p>I actually disagree. To me, gritty is neither a comparably low array of stats or a dark / grim world. It's based on fear. Namely, Mortal Fear. </p><p></p><p>I don't want my players thinking that they can do whatever they want without consequences. If they survive a deadly combat, it was because of their combined wit, quick-thinking and ingenuity. They MUST explore new tactics and think creatively just to survive. If they survive because of numerical superiority, where's the challenge, the joy, in that?</p><p></p><p>In CoC, dread of things worse than death rationalize why the group is always (and probably should always) be on the run. CoC is a dark / grim world, but it is not what I would classify as "gritty". In D&D the players are the heroes. IMO, they should have the ability to overcome great odds and savor great victory. Gritty campaigns highlight this not by making the challenge more fantastically powerful, but by increasing the level of challenge to the peak of what the - players - can handle.</p><p></p><p>[Edit - This may mean a higher body count, more set backs, and some failures. But still enough payback to keep the players hungry ...and plotting their revenge.]</p><p></p><p>The examples above seem to illustrate the extremes of what could be "gritty". On one hand, very weak characters vs homocidal flumphs could be gritty. But I doubt it could be done with much dignity. OTOH, demi-god PCs versus true gods seems equally outrageous.</p><p></p><p>So, back to the beginning, I think balance is more important than actual stat levels. D&D core is based on 25 pt buy and I've found the monsters to be fairly balanced under it. Adjust as you see fit.</p><p></p><p>Oh, and worlds are probably best chosen per what everyone in the group likes. Dark worlds, for me, often say "even when you win, you don't win." This is one of the great things about Call of Cthulhu, but for D&D I don't prefer it.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 1045017, member: 3192"] I actually disagree. To me, gritty is neither a comparably low array of stats or a dark / grim world. It's based on fear. Namely, Mortal Fear. I don't want my players thinking that they can do whatever they want without consequences. If they survive a deadly combat, it was because of their combined wit, quick-thinking and ingenuity. They MUST explore new tactics and think creatively just to survive. If they survive because of numerical superiority, where's the challenge, the joy, in that? In CoC, dread of things worse than death rationalize why the group is always (and probably should always) be on the run. CoC is a dark / grim world, but it is not what I would classify as "gritty". In D&D the players are the heroes. IMO, they should have the ability to overcome great odds and savor great victory. Gritty campaigns highlight this not by making the challenge more fantastically powerful, but by increasing the level of challenge to the peak of what the - players - can handle. [Edit - This may mean a higher body count, more set backs, and some failures. But still enough payback to keep the players hungry ...and plotting their revenge.] The examples above seem to illustrate the extremes of what could be "gritty". On one hand, very weak characters vs homocidal flumphs could be gritty. But I doubt it could be done with much dignity. OTOH, demi-god PCs versus true gods seems equally outrageous. So, back to the beginning, I think balance is more important than actual stat levels. D&D core is based on 25 pt buy and I've found the monsters to be fairly balanced under it. Adjust as you see fit. Oh, and worlds are probably best chosen per what everyone in the group likes. Dark worlds, for me, often say "even when you win, you don't win." This is one of the great things about Call of Cthulhu, but for D&D I don't prefer it. [/QUOTE]
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[Hijack] Debate over definition of "grit." Plus: is Midnight gritty?
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