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General Tabletop Discussion
*TTRPGs General
The "math" of RPGs
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<blockquote data-quote="Blue" data-source="post: 9820322" data-attributes="member: 20564"><p>I'm going to give a correct answer, but it's probably not a useful one to you.</p><p></p><p>There are plenty of RPGs that do this -- because they have different goals than emulating a war game during combat.</p><p></p><p>Take Masks: A New Generation. It's a PbtA Teen Superteam game, going for a feel like Young Justice or Teen Titans where yes, fighting supervillains is part of it, but the friendships, rivalries, love triangles, and other drama is a big part of it.</p><p></p><p>You use the same Moves in combat as you do the rest of the time. If you can justify it in the fiction with your actions, Defend Someone works equally well protecting the civilians from a thrown bus as defending your BFF from trash talk from the Prom Queen.</p><p></p><p>Heck, there isn't even any direct analog of HPs. Instead there are five conditions: Afraid, Angry, Guilty, Hopeless, and Insecure. These get checked off as appropriate. Allowing a civilian to get hurt might make your PC feel guilty, or angry, or maybe one of the others, depending on how you'd react to the specific situation. When you get up the nerve to ask out your secret-identity crush and they turn you down, maybe that's insecure. Or a different one, again depending on who you are. Discovering who you are and who you want to be, when everyone has expectations about you, is a big theme of the coming-of-age game.</p><p></p><p>To sum up: the math issues are primarily for RPGs that want to treat combat as a descendant of war games, and there are plenty of RPGs that have "solved" the issue because the goal of combat-as-a-scene is different.</p></blockquote><p></p>
[QUOTE="Blue, post: 9820322, member: 20564"] I'm going to give a correct answer, but it's probably not a useful one to you. There are plenty of RPGs that do this -- because they have different goals than emulating a war game during combat. Take Masks: A New Generation. It's a PbtA Teen Superteam game, going for a feel like Young Justice or Teen Titans where yes, fighting supervillains is part of it, but the friendships, rivalries, love triangles, and other drama is a big part of it. You use the same Moves in combat as you do the rest of the time. If you can justify it in the fiction with your actions, Defend Someone works equally well protecting the civilians from a thrown bus as defending your BFF from trash talk from the Prom Queen. Heck, there isn't even any direct analog of HPs. Instead there are five conditions: Afraid, Angry, Guilty, Hopeless, and Insecure. These get checked off as appropriate. Allowing a civilian to get hurt might make your PC feel guilty, or angry, or maybe one of the others, depending on how you'd react to the specific situation. When you get up the nerve to ask out your secret-identity crush and they turn you down, maybe that's insecure. Or a different one, again depending on who you are. Discovering who you are and who you want to be, when everyone has expectations about you, is a big theme of the coming-of-age game. To sum up: the math issues are primarily for RPGs that want to treat combat as a descendant of war games, and there are plenty of RPGs that have "solved" the issue because the goal of combat-as-a-scene is different. [/QUOTE]
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