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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="Panzeh" data-source="post: 8959790" data-attributes="member: 82267"><p>I will say, if somebody's into the sim aspects, it's kinda weird to knock the sims they like for being imperfect to capital S Simulation, simulation's aspirational, and that's cool. I see it as a really good way to complicate things for the characters at my table, even if the only DM i ever played for who really ran it that way made a game I found tedious (there was a lot of fresh-rolling new characters like Bob, who is just Bob spelled backwards, which felt like I was expending rifle division chits in a war game) but in playing PbtA, i somewhat missed not having the ability to mine a game system's process to give me fresher scenarios and ways for things to go wrong. I, perhaps because of my lacking library of understood fiction, struggled to keep up with unique things to happen to players.</p><p></p><p>That being said, I always consider death to be on the table in a combat situation (I play GURPS, so it often is), but I try to be favorable to the player any time i run against being honest to my world. Unless i'm running a strict dungeon delving game, I think it works better for the games i'm trying to run to have my players use their characters less tactically, and for better or worse, putting death on the table tends to have my players play more cautiously than is interesting some of the time. In my time GMing, it works better if players are more comfortable taking risks.</p></blockquote><p></p>
[QUOTE="Panzeh, post: 8959790, member: 82267"] I will say, if somebody's into the sim aspects, it's kinda weird to knock the sims they like for being imperfect to capital S Simulation, simulation's aspirational, and that's cool. I see it as a really good way to complicate things for the characters at my table, even if the only DM i ever played for who really ran it that way made a game I found tedious (there was a lot of fresh-rolling new characters like Bob, who is just Bob spelled backwards, which felt like I was expending rifle division chits in a war game) but in playing PbtA, i somewhat missed not having the ability to mine a game system's process to give me fresher scenarios and ways for things to go wrong. I, perhaps because of my lacking library of understood fiction, struggled to keep up with unique things to happen to players. That being said, I always consider death to be on the table in a combat situation (I play GURPS, so it often is), but I try to be favorable to the player any time i run against being honest to my world. Unless i'm running a strict dungeon delving game, I think it works better for the games i'm trying to run to have my players use their characters less tactically, and for better or worse, putting death on the table tends to have my players play more cautiously than is interesting some of the time. In my time GMing, it works better if players are more comfortable taking risks. [/QUOTE]
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