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<blockquote data-quote="Umbran" data-source="post: 6143435" data-attributes="member: 177"><p>Yes. All true. But a GM can create difficult situations whenever. This is less like throwing you into them and more like it submerging you and holding your head under....</p><p></p><p></p><p></p><p>Miles Vorkosigan gets to go home and sleep safe between adventures. There are entire quiet years between books in his series. And still, the effects of trauma and stress become obvious on the character. Now, make it that he *can't* go home. There is no safe harbor, anywhere. No rest. No relief. No respite. No shore leave. The bad guys all have more support than you, all know the local situation better than you....</p><p></p><p>Now, that's entirely a game folks can play. But, having thought of it, it comes off rather more in the dark vein of Battlestar Galactica than it comes across as Star Trek. Trek, ultimately, is about optimism.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6143435, member: 177"] Yes. All true. But a GM can create difficult situations whenever. This is less like throwing you into them and more like it submerging you and holding your head under.... Miles Vorkosigan gets to go home and sleep safe between adventures. There are entire quiet years between books in his series. And still, the effects of trauma and stress become obvious on the character. Now, make it that he *can't* go home. There is no safe harbor, anywhere. No rest. No relief. No respite. No shore leave. The bad guys all have more support than you, all know the local situation better than you.... Now, that's entirely a game folks can play. But, having thought of it, it comes off rather more in the dark vein of Battlestar Galactica than it comes across as Star Trek. Trek, ultimately, is about optimism. [/QUOTE]
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