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*TTRPGs General
Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="Cadence" data-source="post: 8954639" data-attributes="member: 6701124"><p>I think I'm good with everything you said there - and completely agree (I mean, a lot of the shows I watch have that).</p><p> </p><p>How does that mix with the game elements in a game with a lot of combat? </p><p> </p><p>Are these two questions kind of opposed to each other: (1) Is ttRPG combat fun if you (essentially) know you're going to win? (2) Can you emulate the genres where the heroes always win (in the end) if you don't almost always win the ttRPG combat? </p><p></p><p>More personally, thinking about the games I run and play in: In practice, is a lot of D&D combat basically resource management before you get there and not doing anything too silly - and without many consequences? If that seems to be happening, what are some good resources for advice on adding more to the lead-up and aftermath, and maybe streamlining the actual fight more? Or is the trick just not thinking about it if you're having fun?</p></blockquote><p></p>
[QUOTE="Cadence, post: 8954639, member: 6701124"] I think I'm good with everything you said there - and completely agree (I mean, a lot of the shows I watch have that). How does that mix with the game elements in a game with a lot of combat? Are these two questions kind of opposed to each other: (1) Is ttRPG combat fun if you (essentially) know you're going to win? (2) Can you emulate the genres where the heroes always win (in the end) if you don't almost always win the ttRPG combat? More personally, thinking about the games I run and play in: In practice, is a lot of D&D combat basically resource management before you get there and not doing anything too silly - and without many consequences? If that seems to be happening, what are some good resources for advice on adding more to the lead-up and aftermath, and maybe streamlining the actual fight more? Or is the trick just not thinking about it if you're having fun? [/QUOTE]
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