Terwox
First Post
The reason I'm not running a bleak game right now is that my players don't want to play in one.
They're burned out on angst, or never liked it in the first place.
For instance, a player of mine really likes werewolf, but doesn't want to play it, because he's tired of having characters just fight a futile fight, then die, without changing a thing.
I'm not sure which one I personally prefer. But, I'm pretty sure a good deal of people I play with in a group are against the bleak outlook.
Rephrased -- these players want their characters' actions to have a few noticeable positive consequences. This thread has left me confused about what grim and gritty games are...
I've ran a game where player's actions had no positive consequences. It flopped. (Eh, I flat out probably just did a bad job with that game, though. And there were other problems. But.)
So, in short -- does grim and/or gritty mean actions cannot have positive consequences? Does it mean actions cannot have positive consequences without the negative ones outweighing them?
They're burned out on angst, or never liked it in the first place.
For instance, a player of mine really likes werewolf, but doesn't want to play it, because he's tired of having characters just fight a futile fight, then die, without changing a thing.
I'm not sure which one I personally prefer. But, I'm pretty sure a good deal of people I play with in a group are against the bleak outlook.
Rephrased -- these players want their characters' actions to have a few noticeable positive consequences. This thread has left me confused about what grim and gritty games are...
I've ran a game where player's actions had no positive consequences. It flopped. (Eh, I flat out probably just did a bad job with that game, though. And there were other problems. But.)
So, in short -- does grim and/or gritty mean actions cannot have positive consequences? Does it mean actions cannot have positive consequences without the negative ones outweighing them?