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<blockquote data-quote="eyebeams" data-source="post: 3457302" data-attributes="member: 9225"><p>I think it is, because in TROS, combat is a big focus, but that doesn't mean you fight all the time -- because you can die extremely easily. The rules focus does not necessarily translate into how play happens.</p><p></p><p></p><p></p><p>Then it's definitely an issue of power disparity. One thing GMs and game designers both have to account for is inherent PC superiority. I've discussed this in various places, but the essence is that players will usually portray a character with given abilities with more competence than the GM, because the player can dedicate his attention.</p><p></p><p>As for "twinking," this is a case where the players set the standard. If they set the standard of combat prowess being a focus, then the GM should feel free to apply that standard as well -- unless the players *want* a disparity in relative power and it's understood as part of the game.</p><p></p><p></p><p></p><p>I've discussed elsewhere that I personally don't believe in that sense of safety being assumed. I am, after all, the guy who insulted a PC based on a physical trait the character *and* the player shared to make the player taste genuine anger in his persona. But -- and this is a big but -- my players know that this can happen in my games and that I will provide downtime and breaks to transition out of intensely emotional play.</p><p></p><p>I think this is a big problem for game design. How do you properly have a game where life is precious in character but is easily, arbitrarily lost in the system? Situations like Wash's are very risky in an RPG, but if they *aren't* risky, they aren't worth doing.</p></blockquote><p></p>
[QUOTE="eyebeams, post: 3457302, member: 9225"] I think it is, because in TROS, combat is a big focus, but that doesn't mean you fight all the time -- because you can die extremely easily. The rules focus does not necessarily translate into how play happens. Then it's definitely an issue of power disparity. One thing GMs and game designers both have to account for is inherent PC superiority. I've discussed this in various places, but the essence is that players will usually portray a character with given abilities with more competence than the GM, because the player can dedicate his attention. As for "twinking," this is a case where the players set the standard. If they set the standard of combat prowess being a focus, then the GM should feel free to apply that standard as well -- unless the players *want* a disparity in relative power and it's understood as part of the game. I've discussed elsewhere that I personally don't believe in that sense of safety being assumed. I am, after all, the guy who insulted a PC based on a physical trait the character *and* the player shared to make the player taste genuine anger in his persona. But -- and this is a big but -- my players know that this can happen in my games and that I will provide downtime and breaks to transition out of intensely emotional play. I think this is a big problem for game design. How do you properly have a game where life is precious in character but is easily, arbitrarily lost in the system? Situations like Wash's are very risky in an RPG, but if they *aren't* risky, they aren't worth doing. [/QUOTE]
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