Yeah roleplaying is escapist fantasy for me. I want to play a competent character.Overpowered? No.
But having agency? Having competence? Being able to make my way through the scenario? Those are important to me.
And what each of those specifically entail depends on the realm of the specific game/campaign/scenario/theme/tome. So it's more about having what it takes to move the story forward.
Games where outcomes mostly depend on what effectively is a coin flip interest me less.
but still the same thing if the danger is the same every game every encounter. without variable danger. Everything is samey and boringExcellent point -- the extremes on both ends are boring I think we could agree. I guess another question could be, "do your players want to feel like they are playing through a dangerous enough scenario that their characters could die?" Or do they want the comfort of knowing that death could never really happen? I'm not talking about opening a chest and fearing they'll die or that a mosquito bite could kill them.
Do you really mean overpowered, or do you mean feel like heroes? I want my players to feel like they are playing heroes, which means higher stats and good abilities. However, heroes have weaknesses and are challenged on their quests. They can fail.So this one seems to be coming up more frequently in other discussions, especially as regards players comparing new games to D&D, so I am going to phrase this very "carefully"
How important is it for you or your players to feel their characters can basically RTFLPWN enemies?
I say this laughingly as someone who had plenty a character die in our old AD&D days. Do they expect they can run into a hail of bullets and come out unscathed? Kick in a door without a plan and fight 20 to 1 odds and come out smelling like a rose? Or even just slightly scuffed? When they roll a character do they expect they are ever going to be threatened, or are they creating a heroic model that shrugs off monsters with a dirty stare? I exaggerate a bit and could have asked "how important is it to feel "heroic?" but I chose the "OP" because it's come up specifically in a number of discussions.
In comments feel free to elaborate, and also maybe talk about age groups of players (I'll do a follow poll on this). I ask this follow up because from our own experience, we wanted more danger in our games as we got older, and wondering if there is any connection.
And for our theme song!
That is an incredible claim. 99% play to be the hero? How is that not One True Wayism?in many games weak means ineffective and barely functional struggling like worms in the darkness. Characters need to feel useful and effective in proper context with the game story. id say 99 percent of players would disagree with you on being weak.
They play to be the hero