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General Tabletop Discussion
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Tension, Threats And Progression In RPGs
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<blockquote data-quote="Arilyn" data-source="post: 7730894" data-attributes="member: 6816042"><p>It's very possible to build in tension without death. Superhero games have been doing it successfully for decades, and if properly mimicking comics, characters shouldn't die, at least not permanently. Losing to the villains is a huge blow, and of course there is tension in keeping identities secret, having the media paint you as a villain, romantic entanglements, accidentally creating a new timeline....</p><p></p><p>As for other losses, such as items or social standing, is that something that's going out of style at the table? It's not something I've noticed.</p><p></p><p>I don't think players not wanting to lose can be blamed on video games. Most video gamers I know, which I admit is not a huge number, play rpgs in a pretty traditional fashion. I agree with pemerton that there has been a shift in how rpgs are played over the years. The wargame roots are fading, because role playing, is frankly a poor fit with the original DnD game. Even at the time, there was a lot of discontent among the more story oriented players. The hobby has also broadened to include a wide variety of styles.</p><p></p><p>The "gentle" rpgs coming out of Japan focus on socialization at the table. They have very little tension, as the players are usually trying to improve the lives of npcs, with the "bad guys" usually just misunderstood. This is a different style of game, but has nothing to do with the younger generation just wanting to gain without pain. </p><p></p><p>As for there being a lack of imagination in "youngsters" these days, I admit it can feel that way. But assuming that the next generation is lacking has been happening forever, so I think the kids today will be fine. They are generally more open minded and accepting. And I do have hope that they will have the imagination to undo some of the problems we have created.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 7730894, member: 6816042"] It's very possible to build in tension without death. Superhero games have been doing it successfully for decades, and if properly mimicking comics, characters shouldn't die, at least not permanently. Losing to the villains is a huge blow, and of course there is tension in keeping identities secret, having the media paint you as a villain, romantic entanglements, accidentally creating a new timeline.... As for other losses, such as items or social standing, is that something that's going out of style at the table? It's not something I've noticed. I don't think players not wanting to lose can be blamed on video games. Most video gamers I know, which I admit is not a huge number, play rpgs in a pretty traditional fashion. I agree with pemerton that there has been a shift in how rpgs are played over the years. The wargame roots are fading, because role playing, is frankly a poor fit with the original DnD game. Even at the time, there was a lot of discontent among the more story oriented players. The hobby has also broadened to include a wide variety of styles. The "gentle" rpgs coming out of Japan focus on socialization at the table. They have very little tension, as the players are usually trying to improve the lives of npcs, with the "bad guys" usually just misunderstood. This is a different style of game, but has nothing to do with the younger generation just wanting to gain without pain. As for there being a lack of imagination in "youngsters" these days, I admit it can feel that way. But assuming that the next generation is lacking has been happening forever, so I think the kids today will be fine. They are generally more open minded and accepting. And I do have hope that they will have the imagination to undo some of the problems we have created. [/QUOTE]
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