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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Ovinomancer" data-source="post: 8004202" data-attributes="member: 16814"><p>This has the hallmarks of a common problem, both in printed adventures and in homebrew: the personalities involved are meant to be an interesting encounter but are written in a fixed state, leaving no real out from the initial situation. Here, Vallaki is meant to be in flux -- there are factions vying for control and looking for the PCs to be the fulcrum. The problem is that none of them are appealing and any attempt to strike a different option leads to a fixed outcome of alienation from the town. Overthrow the Burgomaster? Can only be done by violence, and if you don't have the Lady's support, the town turns on you. Even standing up to the Burgomaster has a scripted event where the townsfolk support the Burgomaster. The same townsfolk that are oppressed by him.</p><p></p><p>I understand that Barovia is meant to be dark and dismal and twisted, but this is a no-win situation for the PCs, especially if approached via the social pillar. It either forces you to accept a bad status quo, work with worse people to start a new, worse status quo, or do what PCs do -- fight, which is a very bad option. </p><p></p><p>I so wish adventure designers would stop thinking they're so clever by putting in these 'compromise' situations. So many don't play to compromise, but to triumph over evil, and these things always cause problems.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8004202, member: 16814"] This has the hallmarks of a common problem, both in printed adventures and in homebrew: the personalities involved are meant to be an interesting encounter but are written in a fixed state, leaving no real out from the initial situation. Here, Vallaki is meant to be in flux -- there are factions vying for control and looking for the PCs to be the fulcrum. The problem is that none of them are appealing and any attempt to strike a different option leads to a fixed outcome of alienation from the town. Overthrow the Burgomaster? Can only be done by violence, and if you don't have the Lady's support, the town turns on you. Even standing up to the Burgomaster has a scripted event where the townsfolk support the Burgomaster. The same townsfolk that are oppressed by him. I understand that Barovia is meant to be dark and dismal and twisted, but this is a no-win situation for the PCs, especially if approached via the social pillar. It either forces you to accept a bad status quo, work with worse people to start a new, worse status quo, or do what PCs do -- fight, which is a very bad option. I so wish adventure designers would stop thinking they're so clever by putting in these 'compromise' situations. So many don't play to compromise, but to triumph over evil, and these things always cause problems. [/QUOTE]
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