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Long Rest is a Problem
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8062270" data-attributes="member: 82106"><p>Well, CRPGs just have 'save points' or even just 'retry that last bit'. I suppose you could do something like that in a TTRPG too, though it wouldn't be very D&D-like...</p><p></p><p>So, Gygax did do what you're suggesting, by developing 'Troupe Play' where the players don't really run 'a PC' but really take charge of the PCs ENTOURAGE, which includes henchmen, hirelings, etc. The standard procedure was to simply promote the main character's main henchman to PC status if the current PC died. PCs might also have children or whatever in a similar vein if the campaign went in that direction, and of course holdings and such. </p><p>I'd also note that the role of a 'party' in that model of play was much more to be simply a temporary association of PCs for a specific purpose, players usually had MANY PCs of different levels, etc. Gygax stressed heavily that this all 'required', in his words, perfect timekeeping and etc. etc. etc., although I am not sure I agree with that assertion entirely...</p><p></p><p>One issue is that if you go to a more narrative approach, how do you design a commercial adventure module? It really is not that easy. It either has to be a sort of 'treasury of information' that the GM simply adds to a story to make it more interesting and weave in certain elements, or you have to pretty much posit specific pregen characters with motivations and whatnot that are designed to lead them naturally through an adventure sequence. Even then the sequence needs to be pretty carefully designed if it is going to 'work'. </p><p>Most 'story game' systems either are niche, and thus suggest a very narrow range of story elements which the game can provide either 'built in' or as a default supplement or they are placed in very elaborated and open structured worlds like Supers where the PCs really don't normally get totally defeated and there's a lot of existing material that can be tied back to and used to reengage in a specific narrative (and that is a highly shared consensus setting, like the DC Universe or something).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8062270, member: 82106"] Well, CRPGs just have 'save points' or even just 'retry that last bit'. I suppose you could do something like that in a TTRPG too, though it wouldn't be very D&D-like... So, Gygax did do what you're suggesting, by developing 'Troupe Play' where the players don't really run 'a PC' but really take charge of the PCs ENTOURAGE, which includes henchmen, hirelings, etc. The standard procedure was to simply promote the main character's main henchman to PC status if the current PC died. PCs might also have children or whatever in a similar vein if the campaign went in that direction, and of course holdings and such. I'd also note that the role of a 'party' in that model of play was much more to be simply a temporary association of PCs for a specific purpose, players usually had MANY PCs of different levels, etc. Gygax stressed heavily that this all 'required', in his words, perfect timekeeping and etc. etc. etc., although I am not sure I agree with that assertion entirely... One issue is that if you go to a more narrative approach, how do you design a commercial adventure module? It really is not that easy. It either has to be a sort of 'treasury of information' that the GM simply adds to a story to make it more interesting and weave in certain elements, or you have to pretty much posit specific pregen characters with motivations and whatnot that are designed to lead them naturally through an adventure sequence. Even then the sequence needs to be pretty carefully designed if it is going to 'work'. Most 'story game' systems either are niche, and thus suggest a very narrow range of story elements which the game can provide either 'built in' or as a default supplement or they are placed in very elaborated and open structured worlds like Supers where the PCs really don't normally get totally defeated and there's a lot of existing material that can be tied back to and used to reengage in a specific narrative (and that is a highly shared consensus setting, like the DC Universe or something). [/QUOTE]
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