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General Tabletop Discussion
*TTRPGs General
Is there any genre or theme that the TTRPG medium does not work for?
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<blockquote data-quote="Celebrim" data-source="post: 9413968" data-attributes="member: 4937"><p>RPGs don't work for situations where the number of NPCs (with personalities and motivations, not just MOBS) on stage tends on average to be greater than the number of PCs. AKA, Monsters and other Childish Things and it's setting is probably unplayable as written. I note that the published campaign setting for MotCT seems to accept that, since it heavily modifies the assumptions. RPGs are driven by primarily PC to PC interaction, or group of PCs to single or few NPC interactions. Any situation where the average conversation is between an NPC and another NPC tends to be a problem. </p><p></p><p>RPGs don't work for situations where on average the players can't communicate with anyone especially each other. AKA, the original Wraith the Oblivion and it's setting is probably unplayable as written. This turns out to be one of the problems with using realistic language within an RPG setting. Barriers to communication breakdown the basis of the game.</p><p></p><p>RPGs don't work for situations where on average the players and the player characters don't have enough information to form a plan or where the amount of hidden information is so great that no secret keeper can track it. This turns out to be one of the problems with making magic anything but a form of technology. </p><p></p><p>RPGs tend not to work for situations where heroism is not plausible. RPGs tend to need to be set in settings that allow for the heroic because the game is only meaningful when the outcome is determined at least to a large extent by player choice. Artillery fire tends not to be particularly conducive to RPG play unless for some reason the PCs have explicit plot protection.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9413968, member: 4937"] RPGs don't work for situations where the number of NPCs (with personalities and motivations, not just MOBS) on stage tends on average to be greater than the number of PCs. AKA, Monsters and other Childish Things and it's setting is probably unplayable as written. I note that the published campaign setting for MotCT seems to accept that, since it heavily modifies the assumptions. RPGs are driven by primarily PC to PC interaction, or group of PCs to single or few NPC interactions. Any situation where the average conversation is between an NPC and another NPC tends to be a problem. RPGs don't work for situations where on average the players can't communicate with anyone especially each other. AKA, the original Wraith the Oblivion and it's setting is probably unplayable as written. This turns out to be one of the problems with using realistic language within an RPG setting. Barriers to communication breakdown the basis of the game. RPGs don't work for situations where on average the players and the player characters don't have enough information to form a plan or where the amount of hidden information is so great that no secret keeper can track it. This turns out to be one of the problems with making magic anything but a form of technology. RPGs tend not to work for situations where heroism is not plausible. RPGs tend to need to be set in settings that allow for the heroic because the game is only meaningful when the outcome is determined at least to a large extent by player choice. Artillery fire tends not to be particularly conducive to RPG play unless for some reason the PCs have explicit plot protection. [/QUOTE]
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Community
General Tabletop Discussion
*TTRPGs General
Is there any genre or theme that the TTRPG medium does not work for?
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