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General Tabletop Discussion
*TTRPGs General
On Behavioral Realism
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<blockquote data-quote="dragoner" data-source="post: 7949391" data-attributes="member: 6943731"><p>I think the difference lies between realistic and mundane behavior; what I want is for things to be realistic, yet not descend into the mundane, which becomes boring. I mean, I work with spreadsheets all day, if I have to open one at the game table, I'm not happy.</p><p></p><p>Credits are credits, we don't track them down to the single credit too much, credits are a vehicle for the story, similar to the space ship is a conveyance; so they make a decent amount, and spend a lot as well, but the name of the game isn't counting credits. I would let them buy Battle Dress if they had the credits, skill, and were willing to go on the adventure to get it. Combat Armor is a better deal, however. I'm not against them having good armor as it's good insurance of dying off hand, which even with good armor, two characters have died, and two others have come within a hair's breadth of dying.</p><p></p><p>I always try to have a wheel within a wheel going on, using the available random resources of the game, combined with improvisation. The casino was a way to use their gambling skills to pick up some money, and also meet new NPC's, such as a ruthless reporter I modeled after Holly Evans from Press on Masterpiece. Plus the luxury is nice to dream a bit about, and allows for the players to do some exposition about their characters.</p><p></p><p>An example of random rolls and improvisation; the players attacked a space liner, and I rolled the liner had a cargo of gold, I quickly made up a story of the Lacertaen Iridium, a lost cache from a rebel government, that the corrupt Navy Intelligence operatives (Like Fat Leonard) were trying to smuggle out. After boarding the liner and defeating the navy troops, they found that their ship had taken hundreds of millions of credits worth of damage (repair cost rolls), this lead to a wild chase of them limping their damaged ship from system to system, trying to keep the Iridium secret, until they met a Wintermute type AI that was running a bank from a neutral starport, where they were able fence it for 10% of it's value, getting their ship fixed, and a few million extra credits. This has lead to many other adventure hooks, with them filling in the spaces, and it all comes together.</p></blockquote><p></p>
[QUOTE="dragoner, post: 7949391, member: 6943731"] I think the difference lies between realistic and mundane behavior; what I want is for things to be realistic, yet not descend into the mundane, which becomes boring. I mean, I work with spreadsheets all day, if I have to open one at the game table, I'm not happy. Credits are credits, we don't track them down to the single credit too much, credits are a vehicle for the story, similar to the space ship is a conveyance; so they make a decent amount, and spend a lot as well, but the name of the game isn't counting credits. I would let them buy Battle Dress if they had the credits, skill, and were willing to go on the adventure to get it. Combat Armor is a better deal, however. I'm not against them having good armor as it's good insurance of dying off hand, which even with good armor, two characters have died, and two others have come within a hair's breadth of dying. I always try to have a wheel within a wheel going on, using the available random resources of the game, combined with improvisation. The casino was a way to use their gambling skills to pick up some money, and also meet new NPC's, such as a ruthless reporter I modeled after Holly Evans from Press on Masterpiece. Plus the luxury is nice to dream a bit about, and allows for the players to do some exposition about their characters. An example of random rolls and improvisation; the players attacked a space liner, and I rolled the liner had a cargo of gold, I quickly made up a story of the Lacertaen Iridium, a lost cache from a rebel government, that the corrupt Navy Intelligence operatives (Like Fat Leonard) were trying to smuggle out. After boarding the liner and defeating the navy troops, they found that their ship had taken hundreds of millions of credits worth of damage (repair cost rolls), this lead to a wild chase of them limping their damaged ship from system to system, trying to keep the Iridium secret, until they met a Wintermute type AI that was running a bank from a neutral starport, where they were able fence it for 10% of it's value, getting their ship fixed, and a few million extra credits. This has lead to many other adventure hooks, with them filling in the spaces, and it all comes together. [/QUOTE]
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