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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Campbell" data-source="post: 8012717" data-attributes="member: 16586"><p>More agency is not always better. The indie game club I am involved in just started play testing Power Beyond Doubt, a Powered By The Apocalypse game where we play adult super heroes dealing with adult problems (fighting the good fight even when you are dealing with personal doubts or are not seen as a hero). As part of the initial session we had a discussion about the things we wanted to see and agreed:</p><p></p><ul> <li data-xf-list-type="ul">We want to strike a tone close to the Marvel Cinematic Universe (some humor but take serious stuff seriously)</li> <li data-xf-list-type="ul">Superheroes should be integrated into the larger world (political systems, economies)</li> <li data-xf-list-type="ul">Heroes should be flawed, but still heroic.</li> <li data-xf-list-type="ul">Villains should be relatable, but still like wrong.</li> <li data-xf-list-type="ul">On screen death should be rare.</li> <li data-xf-list-type="ul">On screen romance should be rare.</li> <li data-xf-list-type="ul">No on screen death of children.</li> <li data-xf-list-type="ul">No on screen mind control or similar behavior manipulation through powers.</li> <li data-xf-list-type="ul">Personal stories are great, but try to get other players involved as much as possible.</li> </ul><p>This is kind of like a charter for the game that impacts the kind of actions we can take, how things will be narrated, and what conflicts get framed. As an example the character I am playing, Bloodsworn, is a mercenary with a strong code of honor that normally works for the other side except now he is basically working for SHIELD (called Vanguard in our setting). He utilizes some very violent tools (sword, gun, shuriken, explosives). It would be out of bounds for me to have Bloodworn start wantonly slaughtering his enemies. If I think Bloodsworn might kill a particularly heinous villain that might be up for grabs.</p><p></p><p>Part of our agreement is that no one owns the fiction and that we need to share it well.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8012717, member: 16586"] More agency is not always better. The indie game club I am involved in just started play testing Power Beyond Doubt, a Powered By The Apocalypse game where we play adult super heroes dealing with adult problems (fighting the good fight even when you are dealing with personal doubts or are not seen as a hero). As part of the initial session we had a discussion about the things we wanted to see and agreed: [LIST] [*]We want to strike a tone close to the Marvel Cinematic Universe (some humor but take serious stuff seriously) [*]Superheroes should be integrated into the larger world (political systems, economies) [*]Heroes should be flawed, but still heroic. [*]Villains should be relatable, but still like wrong. [*]On screen death should be rare. [*]On screen romance should be rare. [*]No on screen death of children. [*]No on screen mind control or similar behavior manipulation through powers. [*]Personal stories are great, but try to get other players involved as much as possible. [/LIST] This is kind of like a charter for the game that impacts the kind of actions we can take, how things will be narrated, and what conflicts get framed. As an example the character I am playing, Bloodsworn, is a mercenary with a strong code of honor that normally works for the other side except now he is basically working for SHIELD (called Vanguard in our setting). He utilizes some very violent tools (sword, gun, shuriken, explosives). It would be out of bounds for me to have Bloodworn start wantonly slaughtering his enemies. If I think Bloodsworn might kill a particularly heinous villain that might be up for grabs. Part of our agreement is that no one owns the fiction and that we need to share it well. [/QUOTE]
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