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<blockquote data-quote="Big J Money" data-source="post: 8171659" data-attributes="member: 70533"><p>Yes, I guess this really is my main hesitation. I think to make this work I need to present a clear vision and be able to sell the most fun parts and then back that up when we play.</p><p></p><p>My motivation behind this setup isn't to have a thread of bleakness through it (all PCs start out as ostensibly hopeless profit fodder for someone more powerful) just for the sake of being "dark", but to balance against more typical dungeon crawl settings which seem to guarantee heroic stories and wins for the protagonists.</p><p></p><p>Note that I said "balance". I might not have yet achieved that balance and am leaning a little too hard into the bleakness. I'm wondering how I can retain what I've got yet add a little more "honey" to the table to balance the other way a tad bit more. It might just be a matter of adding some humor to the situation to lighten it up, so that leaning into the bleakness is more like a dark comedy than simple hopelessness. Paranoia being an example game setting that does that. I don't want the level of slapstick of Paranoia though.</p></blockquote><p></p>
[QUOTE="Big J Money, post: 8171659, member: 70533"] Yes, I guess this really is my main hesitation. I think to make this work I need to present a clear vision and be able to sell the most fun parts and then back that up when we play. My motivation behind this setup isn't to have a thread of bleakness through it (all PCs start out as ostensibly hopeless profit fodder for someone more powerful) just for the sake of being "dark", but to balance against more typical dungeon crawl settings which seem to guarantee heroic stories and wins for the protagonists. Note that I said "balance". I might not have yet achieved that balance and am leaning a little too hard into the bleakness. I'm wondering how I can retain what I've got yet add a little more "honey" to the table to balance the other way a tad bit more. It might just be a matter of adding some humor to the situation to lighten it up, so that leaning into the bleakness is more like a dark comedy than simple hopelessness. Paranoia being an example game setting that does that. I don't want the level of slapstick of Paranoia though. [/QUOTE]
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