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General Tabletop Discussion
*TTRPGs General
The importance to RPGing of *engaging* situations
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<blockquote data-quote="Pedantic" data-source="post: 8921770" data-attributes="member: 6690965"><p>This is my single biggest frustration whenever I've tried to play Blades. The game does not want players to ever make good decisions. Every system is calculated to make your situation slightly worse, and then look askance at you of whenever you find some way to mitigate the bleeding.</p><p></p><p>I actually hate this kind of parasitic design in board games too, I struggle to get into games like Warchest or Undaunted, where you're generally starting from the highest peak of strength you'll ever have and every action thereafter will decrease it. Those are universally agreed to be solid designs, so that's very much a me thing, bit the problem compounds in a TTRPG where I can't know when the game will end. Adversity is interesting to overcome, I certainly want obstacles and challenges, but I don't want to fight with the basic resolution mechanics of the game to play well.</p><p></p><p>I'd much prefer that struggle exist independent of the player taking action.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8921770, member: 6690965"] This is my single biggest frustration whenever I've tried to play Blades. The game does not want players to ever make good decisions. Every system is calculated to make your situation slightly worse, and then look askance at you of whenever you find some way to mitigate the bleeding. I actually hate this kind of parasitic design in board games too, I struggle to get into games like Warchest or Undaunted, where you're generally starting from the highest peak of strength you'll ever have and every action thereafter will decrease it. Those are universally agreed to be solid designs, so that's very much a me thing, bit the problem compounds in a TTRPG where I can't know when the game will end. Adversity is interesting to overcome, I certainly want obstacles and challenges, but I don't want to fight with the basic resolution mechanics of the game to play well. I'd much prefer that struggle exist independent of the player taking action. [/QUOTE]
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