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General Tabletop Discussion
*TTRPGs General
NeoTrad/OC Play, & the treatment of friendly NPCs (++)
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<blockquote data-quote="S'mon" data-source="post: 9497890" data-attributes="member: 463"><p>How do you communicate creative agendas effectively in a DnD type OC game where there is little or no mechanical support for this? With Kim I might tease her a bit for all the NPCs being "too nice". But it's very hard to say "I want to fail more", when the rules chassis is so strongly oriented around seeking success. And I don't much want to be playing on a harder difficulty mode than the other players, who mostly are more passive types with a light OC orientation. Stuff they find challenging I often find too easy to feel very satisfying. I deliberately sub optimised my new PC's survivability in creation in exchange for high interpersonal and thiefly skills, eg low CON and taking Prodigy for my level 4 Feat. That makes combat, a relatively objective system, feel more threatening while also justifying easy success at the social stuff.</p></blockquote><p></p>
[QUOTE="S'mon, post: 9497890, member: 463"] How do you communicate creative agendas effectively in a DnD type OC game where there is little or no mechanical support for this? With Kim I might tease her a bit for all the NPCs being "too nice". But it's very hard to say "I want to fail more", when the rules chassis is so strongly oriented around seeking success. And I don't much want to be playing on a harder difficulty mode than the other players, who mostly are more passive types with a light OC orientation. Stuff they find challenging I often find too easy to feel very satisfying. I deliberately sub optimised my new PC's survivability in creation in exchange for high interpersonal and thiefly skills, eg low CON and taking Prodigy for my level 4 Feat. That makes combat, a relatively objective system, feel more threatening while also justifying easy success at the social stuff. [/QUOTE]
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NeoTrad/OC Play, & the treatment of friendly NPCs (++)
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