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SWSE -Making the Dark Side more tempting
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 3657266" data-attributes="member: 12332"><p>I've always been baffled by the movies, where the fall to the Dark Side is quick and difficult to stop. It's hard to put that into a game system because players can look at the numbers, if they're so inclined, and play to the edge of the Dark Side to get as much juice as they can from it, and then stop. </p><p></p><p>In the movies it looks like, if you're a Force Sensitive, if you kick a puppy then the next day you're probably going to be drowning babies. Boom, boom. You get ANGRY at somebody, in the Force, and you're likely to fall to evil. It looks like it takes a great mastery of will (gained by carrying a green muppet on his back through a montage shot) for Luke to resist falling to the Dark Side just having a screaming match with his dad.</p><p></p><p>That's hard to mirror in a finite system, really.</p><p></p><p>I've been thinking of hiding or randomizing the Dark Side element. I.E an evil act may do 1d3 or 1d4 Dark Side points, instead of 1. But that still gives the player a finite margin of safety after which point they say: "I'm not going to do any more Dark Side stuff, because there's a 25% chance this time I might fall to the Dark Side."</p><p></p><p>The best luck I had was in RCR, where I PLAYED The Dark Side. Every time a player expressed frustration with an NPC, I offered to off it. When they were considering tactics I'd point out they could Force Push somebody off a cliff or call up Force Lightning to fry a whole bunch of enemies. If they had initiative I'd call for them to strike down the enemy before it had a chance to act, etc etc. I'd offer extra XP, free Force Points, etc etc.</p><p></p><p>At first, because I kept offering things, the players said: "We're going to fall to the Dark Side rapidly and easily, you keep giving us outs and extra stuff to be evil!"</p><p></p><p>But then ... nobody would take it. Because it was being offered and pushed they got into playing their resistance to it. It became an RP thing. The Dark Side would call, they would resist. Instead of: "Well, I can take another Dark Side point, lets just off this guy." they'd say: "Dude, you're evil ... we're taking him prisoner!" </p><p></p><p>Disarm actions went up, sunders and nonlethal methods. I thought it went really well, myself. </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 3657266, member: 12332"] I've always been baffled by the movies, where the fall to the Dark Side is quick and difficult to stop. It's hard to put that into a game system because players can look at the numbers, if they're so inclined, and play to the edge of the Dark Side to get as much juice as they can from it, and then stop. In the movies it looks like, if you're a Force Sensitive, if you kick a puppy then the next day you're probably going to be drowning babies. Boom, boom. You get ANGRY at somebody, in the Force, and you're likely to fall to evil. It looks like it takes a great mastery of will (gained by carrying a green muppet on his back through a montage shot) for Luke to resist falling to the Dark Side just having a screaming match with his dad. That's hard to mirror in a finite system, really. I've been thinking of hiding or randomizing the Dark Side element. I.E an evil act may do 1d3 or 1d4 Dark Side points, instead of 1. But that still gives the player a finite margin of safety after which point they say: "I'm not going to do any more Dark Side stuff, because there's a 25% chance this time I might fall to the Dark Side." The best luck I had was in RCR, where I PLAYED The Dark Side. Every time a player expressed frustration with an NPC, I offered to off it. When they were considering tactics I'd point out they could Force Push somebody off a cliff or call up Force Lightning to fry a whole bunch of enemies. If they had initiative I'd call for them to strike down the enemy before it had a chance to act, etc etc. I'd offer extra XP, free Force Points, etc etc. At first, because I kept offering things, the players said: "We're going to fall to the Dark Side rapidly and easily, you keep giving us outs and extra stuff to be evil!" But then ... nobody would take it. Because it was being offered and pushed they got into playing their resistance to it. It became an RP thing. The Dark Side would call, they would resist. Instead of: "Well, I can take another Dark Side point, lets just off this guy." they'd say: "Dude, you're evil ... we're taking him prisoner!" Disarm actions went up, sunders and nonlethal methods. I thought it went really well, myself. --fje [/QUOTE]
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