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Looking for a tabletop RPG to capture a certain 'grim Slavic' vibe
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<blockquote data-quote="Ovinomancer" data-source="post: 8007755" data-attributes="member: 16814"><p>Fundamentally, the problem you have is that you're trying to recreate a video game's feel, when the core of that play is learning through failure. In a video game, this is more easily done because the media accepts save points and restarts, so you, the player, can now apply your harded earned knowledge to solve the puzzle. This doesn't translate well into RPGs, where failure is hard to model. You can insert hitpoints, but that mechanic really reduces the intended feel you want by abstracting out too much and removing the visceral impact of failure. So, what you're looking for is a way to make failure meaningful and painful in game but still allow the PCs to learn from failure so they can eventually overcome the challenge. That's hard when your threats are powerful creatures that want to kill or maim or otherwise render a PC into an unplayable status. I don't think you'll find a suitable system because that's an intractable problem for RPGs, especially if you don't want to create ablative 'failure points' or similar mechanics.</p><p></p><p>Honestly, the best RPG for this kind of play might be Dread. The only problem with that is that it's intended to eventually result in failure, and failure in your context is pretty much character retirement through undesirable means. However, the mechanic of the tower really does sell the increasingly dangerous nature of the creatures and learning the necessary steps to defeat them. "Pull six" sounds absolutely terrifying towards the end of a game!</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8007755, member: 16814"] Fundamentally, the problem you have is that you're trying to recreate a video game's feel, when the core of that play is learning through failure. In a video game, this is more easily done because the media accepts save points and restarts, so you, the player, can now apply your harded earned knowledge to solve the puzzle. This doesn't translate well into RPGs, where failure is hard to model. You can insert hitpoints, but that mechanic really reduces the intended feel you want by abstracting out too much and removing the visceral impact of failure. So, what you're looking for is a way to make failure meaningful and painful in game but still allow the PCs to learn from failure so they can eventually overcome the challenge. That's hard when your threats are powerful creatures that want to kill or maim or otherwise render a PC into an unplayable status. I don't think you'll find a suitable system because that's an intractable problem for RPGs, especially if you don't want to create ablative 'failure points' or similar mechanics. Honestly, the best RPG for this kind of play might be Dread. The only problem with that is that it's intended to eventually result in failure, and failure in your context is pretty much character retirement through undesirable means. However, the mechanic of the tower really does sell the increasingly dangerous nature of the creatures and learning the necessary steps to defeat them. "Pull six" sounds absolutely terrifying towards the end of a game! [/QUOTE]
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Looking for a tabletop RPG to capture a certain 'grim Slavic' vibe
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