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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="pemerton" data-source="post: 8011069" data-attributes="member: 42582"><p>I'm not very good at challenge-oriented play either as player or GM.</p><p></p><p>I hope I'm not as boring as Gordon was, but I do struggle to bring the challenges alive and have things progress with good pacing.</p><p></p><p>The closest I've come in recent times to running something challenge-oriented (at least that I can think of) is <a href="https://www.enworld.org/threads/classic-traveller-actual-play-annic-nova-meets-alien.669484/" target="_blank">the Aliens-inspired Annoic Nova variant</a> in my Traveller game. But when GMing that I try to minimise the logistical aspects of the challenge - by saying "yes" to attempts to set up choke points and cover points where corridors intersect, and otherwise trying to very quickly establish details of the ship layout, whether walls run all the way to the ceiling etc - and make the exploration of the situation and its consequences loom larger (eg how many aliens are likely on the ship? what can be inferred about the mysterious cargo? <em>cool, you've taken off your vacc suit and are going to the upper floor on your own</em>, etc).</p></blockquote><p></p>
[QUOTE="pemerton, post: 8011069, member: 42582"] I'm not very good at challenge-oriented play either as player or GM. I hope I'm not as boring as Gordon was, but I do struggle to bring the challenges alive and have things progress with good pacing. The closest I've come in recent times to running something challenge-oriented (at least that I can think of) is [URL='https://www.enworld.org/threads/classic-traveller-actual-play-annic-nova-meets-alien.669484/']the Aliens-inspired Annoic Nova variant[/URL] in my Traveller game. But when GMing that I try to minimise the logistical aspects of the challenge - by saying "yes" to attempts to set up choke points and cover points where corridors intersect, and otherwise trying to very quickly establish details of the ship layout, whether walls run all the way to the ceiling etc - and make the exploration of the situation and its consequences loom larger (eg how many aliens are likely on the ship? what can be inferred about the mysterious cargo? [I]cool, you've taken off your vacc suit and are going to the upper floor on your own[/I], etc). [/QUOTE]
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