Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
The "good story/good game" fallacy
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mercule" data-source="post: 1191107" data-attributes="member: 5100"><p>I have actually seen this work, once or twice. It really only works when the more potent character(s) are willing to act as advisors or mentors to the rest. </p><p> </p><p>The focus has to be <u>securely</u> on the less potent characters, though. In the situations where I have seen it work, it was usually a couple of very experienced people, only one of which could act as GM, teaching others how to play. The experienced players got their kicks from 1) helping out newbies and 2) copping a little 'tude, but without overshadowing the newbies. Short run set-up, though. The "established" characters didn't hang around for more than a few sessions.</p><p> </p><p> </p><p>Not as the focus of a campaign. All characters should "evolve" over their life of play. To focus on it, though, really does suck. I guess my thought on this is that it shouldn't be forced upon the group and the character shouldn't overshadow the others. Also, the group shoudl be just peachy with the character both in the form in which he starts play and the form he ends play. Of course, if you can keep the same association before and after, you probably haven't changed that much.</p><p> </p><p> </p><p>This is the only one with which I really disagree. I do have to modifiy the statement to pick a bone, though. <strong>Rough and gritty/<em>potentially</em> high body count.</strong> </p><p> </p><p>I, as a player, actually really enjoy games in which the PCs really have to scramble and think to survive. I like the "in the cross-hairs" feeling. This is still a matter of degrees, though. If it starts to feel like the outcome is a certainty, then we have a problem.</p><p> </p><p>Also, my understanding of the <em>Call of Cthulhu</em> game is that insanity (effectively death, in terms of play) is an inevitability. It's not "if", it's "when". I would expect that the continued viability of CoC as a product speak a bit on this style of play, too.</p><p> </p><p>I guess, I agree with the first two points about 95%. They <u>can</u> work, but it's hard and not long-term viable.</p></blockquote><p></p>
[QUOTE="Mercule, post: 1191107, member: 5100"] I have actually seen this work, once or twice. It really only works when the more potent character(s) are willing to act as advisors or mentors to the rest. The focus has to be [u]securely[/u] on the less potent characters, though. In the situations where I have seen it work, it was usually a couple of very experienced people, only one of which could act as GM, teaching others how to play. The experienced players got their kicks from 1) helping out newbies and 2) copping a little 'tude, but without overshadowing the newbies. Short run set-up, though. The "established" characters didn't hang around for more than a few sessions. [b] [/b] Not as the focus of a campaign. All characters should "evolve" over their life of play. To focus on it, though, really does suck. I guess my thought on this is that it shouldn't be forced upon the group and the character shouldn't overshadow the others. Also, the group shoudl be just peachy with the character both in the form in which he starts play and the form he ends play. Of course, if you can keep the same association before and after, you probably haven't changed that much. [b] [/b] This is the only one with which I really disagree. I do have to modifiy the statement to pick a bone, though. [b]Rough and gritty/[i]potentially[/i] high body count.[/b] I, as a player, actually really enjoy games in which the PCs really have to scramble and think to survive. I like the "in the cross-hairs" feeling. This is still a matter of degrees, though. If it starts to feel like the outcome is a certainty, then we have a problem. Also, my understanding of the [i]Call of Cthulhu[/i] game is that insanity (effectively death, in terms of play) is an inevitability. It's not "if", it's "when". I would expect that the continued viability of CoC as a product speak a bit on this style of play, too. I guess, I agree with the first two points about 95%. They [u]can[/u] work, but it's hard and not long-term viable. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The "good story/good game" fallacy
Top