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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="Bayushi_seikuro" data-source="post: 8956406" data-attributes="member: 7024851"><p>We had a situation tonight in our Traveller game that fit this topic. I'm a big fan of something designer John Wick said: players want the Die Hard/John McClain experience. There's a thrill that comes from being absolutely run through the wringer and walking away with minimal health knowing a die roll made all the difference. Those are the stories gamers love to tell.</p><p></p><p>Tonight's Traveller involved us dropping into a system while scouting an escape path for our Federation fleet. Three planetary ships attacked us and brutalized us - in fact, later the GM realized as we were being boarded, we had managed to survive with 1 hull point left on our scout/courier. The enemy wanted to capture it because they had no jump-capable ship. We'd taken massive crits - two to our empty fuel tanks, one to the power plant.</p><p></p><p>The boarding where it was five NPCs breeching from different points against four PCs was brutal, and got worse. At one point, a PC got melee'd by the not-a-pirate and yeeted out into space above a gas giant. Same time, a PC was taking insane melee damage against the Vice Admiral who boarded us. Through sheer luck and the damaged gravity, I was able to secure the cargo hold and then 'fly' back to finish the Admiral and save the day.</p><p></p><p>This session, much like many of these sessions of Traveller, ended bad and we will definitely talk about the mechanics making it so severe, but for me, being there, the journey even in that span of going from having things well under control to being one round away from death and not looking at my sheet but choosing to go back into the fray... We didn't need plot armor. But we wanted the actual knowledge of how close we came to being pancakes. Thankfully we could see all the die rolls... and thankfully we all laughed that, with Traveller, character and party creation is its own fun mini-game if it went poorly. YMMV</p></blockquote><p></p>
[QUOTE="Bayushi_seikuro, post: 8956406, member: 7024851"] We had a situation tonight in our Traveller game that fit this topic. I'm a big fan of something designer John Wick said: players want the Die Hard/John McClain experience. There's a thrill that comes from being absolutely run through the wringer and walking away with minimal health knowing a die roll made all the difference. Those are the stories gamers love to tell. Tonight's Traveller involved us dropping into a system while scouting an escape path for our Federation fleet. Three planetary ships attacked us and brutalized us - in fact, later the GM realized as we were being boarded, we had managed to survive with 1 hull point left on our scout/courier. The enemy wanted to capture it because they had no jump-capable ship. We'd taken massive crits - two to our empty fuel tanks, one to the power plant. The boarding where it was five NPCs breeching from different points against four PCs was brutal, and got worse. At one point, a PC got melee'd by the not-a-pirate and yeeted out into space above a gas giant. Same time, a PC was taking insane melee damage against the Vice Admiral who boarded us. Through sheer luck and the damaged gravity, I was able to secure the cargo hold and then 'fly' back to finish the Admiral and save the day. This session, much like many of these sessions of Traveller, ended bad and we will definitely talk about the mechanics making it so severe, but for me, being there, the journey even in that span of going from having things well under control to being one round away from death and not looking at my sheet but choosing to go back into the fray... We didn't need plot armor. But we wanted the actual knowledge of how close we came to being pancakes. Thankfully we could see all the die rolls... and thankfully we all laughed that, with Traveller, character and party creation is its own fun mini-game if it went poorly. YMMV [/QUOTE]
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