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The Problem with Talking About D&D
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<blockquote data-quote="billd91" data-source="post: 8591210" data-attributes="member: 3400"><p>I think a lot more RPGs pay attention to this than you might realize. Most RPGs are going to have some kind of estimation of a situation or encounter that is overwhelmingly deadly and campaign ending - and therefore, usually try to avoid them or avoid making them traps to kill PCs and game nights. They may just go about them different ways from having broad narrative options like extra effort in Mutants and Masterminds that allows a PC to push their powers to do things not included in their initial design to giving ample options to engage/not engage like a number of overwhelming encounters in Call of Cthulhu's Masks of Nyarlathotep that are at a distance and give PCs a chance to choose to avoid direct confrontation.</p><p>And even if not focusing on encounters, most adventures for these games are probably designed with challenges appropriate to the general level of competence a character generation system produces. Most adventures aren't going to assume the character is a dimension traveling, guitar playing, brain surgeon... unless it's a Buckaroo Bonzai game.</p></blockquote><p></p>
[QUOTE="billd91, post: 8591210, member: 3400"] I think a lot more RPGs pay attention to this than you might realize. Most RPGs are going to have some kind of estimation of a situation or encounter that is overwhelmingly deadly and campaign ending - and therefore, usually try to avoid them or avoid making them traps to kill PCs and game nights. They may just go about them different ways from having broad narrative options like extra effort in Mutants and Masterminds that allows a PC to push their powers to do things not included in their initial design to giving ample options to engage/not engage like a number of overwhelming encounters in Call of Cthulhu's Masks of Nyarlathotep that are at a distance and give PCs a chance to choose to avoid direct confrontation. And even if not focusing on encounters, most adventures for these games are probably designed with challenges appropriate to the general level of competence a character generation system produces. Most adventures aren't going to assume the character is a dimension traveling, guitar playing, brain surgeon... unless it's a Buckaroo Bonzai game. [/QUOTE]
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