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*TTRPGs General
Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="Cadence" data-source="post: 8956997" data-attributes="member: 6701124"><p>I had your Prince Valiant games, and several folks BitD family of games, in mind when I was trying to phrase the first sentence <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> </p><p> </p><p>In part I was trying to get at how a lot of not-those-game-folks - like me - seem to use games that aren't designed for the level of lethality/stakes/randomness/control that the underlying fiction is. And wondering if it's because a lot of people seem to like plot armor, but only if it isn't too obvious (we want the feeling of lots of risk and lack of bumpers... but apparently want the effect that not too much risk and having some bumpers).</p><p></p><p>I wonder if part of it is just what each individual is willing to buy into. Do contented D&D players just shove aside concerns about what HP and AC imply about the world as necessary (for D&D anyway) evils, and then just go on with life ignoring those implications? Do most things in fiction - whether books or movies or ttRPGs - have different strings pulling things that some folks can ignore and others can't?</p><p></p><p>If you'd like to post some thoughts on how Prince Valiant supports the play with links to or new posts of actual play, I'd sure hope some folks would find it interesting!</p></blockquote><p></p>
[QUOTE="Cadence, post: 8956997, member: 6701124"] I had your Prince Valiant games, and several folks BitD family of games, in mind when I was trying to phrase the first sentence :-) In part I was trying to get at how a lot of not-those-game-folks - like me - seem to use games that aren't designed for the level of lethality/stakes/randomness/control that the underlying fiction is. And wondering if it's because a lot of people seem to like plot armor, but only if it isn't too obvious (we want the feeling of lots of risk and lack of bumpers... but apparently want the effect that not too much risk and having some bumpers). I wonder if part of it is just what each individual is willing to buy into. Do contented D&D players just shove aside concerns about what HP and AC imply about the world as necessary (for D&D anyway) evils, and then just go on with life ignoring those implications? Do most things in fiction - whether books or movies or ttRPGs - have different strings pulling things that some folks can ignore and others can't? If you'd like to post some thoughts on how Prince Valiant supports the play with links to or new posts of actual play, I'd sure hope some folks would find it interesting! [/QUOTE]
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