Let's Talk About Health, Damage, Wounds, Death and Related Mechanics

I'm replying so late as I didn't have access to this thread for a bit.

This may be your personal experience, but it's nonsensical assuming GMs of similar skill who understand the styule of game they are running. I believe what you're saying, so I have to assume that it wasn't by a GM comfortable with that type of game, of equal skill.
I was the GM and the game ran that way because that's the style of game we wanted. I didn't say anything about other GMs, beyond the fact that they're also capable of running the game that way.

My only point was that there is nothing in the system of consequences found in Blades that makes those consequences have long term effects, beyond what might make consequences have long term effects in any game.

First of all, every type of consequence available in traditional RPGs is available ina game like Blades in the Dark. There isn't a way for traditional to have more, again given equally skilled GMs. At best, it's equal.
Yes, exactly. This is my point -- the consequences you can find, use and employ in pretty much all RPGs are the same and what sort of consequences you get will depend on the people at the table. It's also worth noting that, when there were long term consequences in my Blades game, they tended to not be derived from "success with consequences" rolls. They were, instead, typically just a matter of characters making decisions that naturally resulted in ongoing effects in the gameworld.

Then add to that that in a traditional style game, there is no mechanical support for consequences. And while some consequences will be things like Stress (mimicking good rolls of an opponent) or Heat/advancing a Clock (mimicking natural consequences), there are also other options for consequences.
I have never found myself lacking methods of supporting consequences in a traditional game.

Basically, your experience is misleading, since you by definition of it being a roleplaying gave have everything that a traditional game has in terms of consequences so there is no possible way for a traditional game to have more, plus it had additional mechanical support for consequences. At the very least they are equal, if the mechanical aspect of consequences never comes into play in larger ways.
Misleading how? I know it is factual that Blades can be played and run the way I did (as something of a heist-of-the-week game, without the individual complications encountered within any given heist tending to become long-term problems), because I did it. And I know it is absolutely possible to play traditional games where consequences tend to have a larger long term impact than they did in that specific Blades game, because I've also done that.

I am absolutely not saying that tradtional games deal with consequences objectively better. I am saying that PbtA and FitD also do not deal with them objectively better. Players of both games are capable of giving consequences as much impact and focus as they desire.

Finally, "the mechanical aspect of consequences" in the context the phrase is used here, is largely irrelevant to me. The most important impacts of consequences to me, are not mechanical, but their impact on cause-and-effect, choices and options, and situations reflected in the game world. If the players/PCs discover that their actions and decisions have led to their nemesis placing them in a Catch-22 situation where it seems there is no happy outcome, I don't need any mechanics to tell my how that makes them feel (they can decide for themselves), to apply mechanical weight to their feelings, to inform me what the details of the Catch-22 are (we already know due to the cause-and-effect that led us here) or to push them to take a particular course of action (that's up to the players). All I want from the mechanics is a way of handling the actions they do choose to take in response.

And I'm not saying any one way is better -- you should play the way you want. But "mechanical support for consequences" in the way you're talking about isn't some untrammelled good that just makes consequences more interesting for everyone.

When you declare that an entire segment of RPG system don't actually fulfill what they do, the question is: Who's more likely to be right, a single person or the hundreds of designers and the tens of thousands of people running and playing those games.

Sorry, your end of the day statement is full of hubris that the slightest reflection can show is false.

The only thing I'm saying the "segment of RPG systems" you're talking about doesn't do is make consequences objectively more meaningful. If might give them more directly mechanical heft in some ways, but whether that makes consequences better, more useful or more interesting is entirely a matter of personal taste.
 
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Cortex prime is "meta currency" powered. Almost all special effects players use need a metacurrency. And players have effects to make their life more difficult (increasing chances for botches) in order to gain metacurrency.

The complications and stress part from the GM is not needing metacurrencies. (If you dont count the stress as a metacureency)
For sure there is metacurrency in Cortex; however the part being discussed, that of Stress and Consequence dice, doesn't involve the metacurrency. If a defending/resisting thing has a Consequence or Stress attached to it, you don't need to spend any Plot Points to include them in your pool if they apply, just as if you have an Asset or Signature Asset you don't need to spend any Plot Points to include them in your pool if they apply.

(Though this is veering from the discussion around health tracking, as far as SFX and spending Plot Points goes, I wouldn't categorize it as "almost all" require spending PPs to activate. Much like in FATE, many are also context limited instead ("When/In X situation, you get to do Y.") or act as tradeoffs/have downsides (Do X and suffer Y). So many and maybe most use PPs, but there are plenty that also don't use PPs.)

There are metacurrencies in Cortex, but the condition dice are part of that.
Interesting, in that I've never considered condition dice as part of a metacurrency, only Plot Points (or the name they are given in the licensed/full games). Like when creating an Asset: Spend a PP to create a d6 Asset -or- you can roll a Test to create an Asset equal to your effect die. I wouldn't consider it spending a metacurrency to get a metacurrency, or rolling to gain a metacurrency. Only Plot Points feel like metacurrency to me.
 

Fair enough. I read the book once but that's it, and that's just because I like Smallville. The mechanics turned me off quickly.
Oh for sure. From what I gather of your preferences, I'm not surprised it wasn't your cup of tea. Especially as that version of Cortex Plus used in Smallville is the most character, relationship, and drama focused version of it (befitting and reflecting the nature and focus of the Smallville series itself, from what I've heard). :)
 
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Many get tired of your constantly insinuating we're all doing it wrong.
Myself amongst them.
Advocating for my preferences is not insinuating yours are wrong. Does talking about what you like inherently suggest that what I like is wrong if I disagree? I do not present my opinion as fact (and if I do it's a mistake I will happily apologize for). Some others simply can't say the same.
 

Oh for sure. From what I gather of your preferences, I'm not surprised it wasn't your cup of tea. Especially as that version of Cortex Plus used in Smallville is the most character, relationship, and drama focused version of it (befitting and reflecting the nature and focus of the Smallville series itself, from what I've heard). :)
It is appropriate to the tone of the show, but IMO not the genre of the show, which frequently has people using their powers in physical conflicts.
 

Interesting, in that I've never considered condition dice as part of a metacurrency, only Plot Points (or the name they are given in the licensed/full games). Like when creating an Asset: Spend a PP to create a d6 Asset -or- you can roll a Test to create an Asset equal to your effect die. I wouldn't consider it spending a metacurrency to get a metacurrency, or rolling to gain a metacurrency. Only Plot Points feel like metacurrency to me.

That was supposed to read "not part of that". Nothing like losing a word that ends up reversing the meaning of your sentence. I'm going to go up and fix it.
 

Then why are you implying I was speaking for anyone other than myself?

Because your comment was no more or less clearly about your own desires than @Thomas Shey ’s was about his observations.

He wasn’t speaking on behalf of the hobby… he was speaking about the hobby.

It one is obvious, the other should be. If one needs a “according to me” then so does the other.
 

Because your comment was no more or less clearly about your own desires than @Thomas Shey ’s was about his observations.

He wasn’t speaking on behalf of the hobby… he was speaking about the hobby.

It one is obvious, the other should be. If one needs a “according to me” then so does the other.
Which is what the, "I think" and "IMO" peppered all over my posts are for.
 

Maybe call it hearsay then, and not present it as fact?

And the mechanics didn't really start to move more towards the "my special PC and their story" side (let alone the narrative end) for a very long time. How did the game survive until then, if so many people were dissatisfied with how it worked?
They ignored parts of the rules and books and just used the D&D name to attract players. Sort of how you ignore all the gamisms and abractsion of 5E yet play 5E cause that's where the players are.
 

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