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TTRPG Genres You Just Can't Get Into -and- Tell Me Why I'm Wrong About X Genre I Don't Like
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<blockquote data-quote="Ruin Explorer" data-source="post: 9746149" data-attributes="member: 18"><p>Yeah cozy I can see because that's not a genre it's a tone, like D&D is absolutely a game it's extremely easy to make "cozy", in fact I've seen it happen without any intentionality at all, just convergent ideas from the players and DM.</p><p></p><p>But it is not a tone I'm fond for RPGs either lol. I'm not fond of the polar opposite either though (i.e. "crapsack world" stuff or "every NPC is a horrible jerk to the PCs" stuff).</p><p></p><p></p><p>For real.</p><p></p><p>The first thing I was told about CoC online was that combat was super-fatal and you couldn't win combat.</p><p></p><p>But by that time we'd already played CoC quite a bit and we knew that wasn't true!</p><p></p><p></p><p>Exactly. If it's just cultists and low numbers of humanoid monsters or smaller beast-like monsters, several people with semi-automatic or pump-action firearms are likely to be a decent solution.</p><p></p><p>And if it's anything else, just run for the car!</p><p></p><p></p><p>Personally I think it's mostly the adventures. Horror is a hard genre to write adventures for, especially ones that really work. So having decades and decades of adventures is a huge advantage over other horror RPGs. That Mothership inspired so many people to write adventures and it has a surprisingly large number of them is a big part of why that's doing well too imho.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9746149, member: 18"] Yeah cozy I can see because that's not a genre it's a tone, like D&D is absolutely a game it's extremely easy to make "cozy", in fact I've seen it happen without any intentionality at all, just convergent ideas from the players and DM. But it is not a tone I'm fond for RPGs either lol. I'm not fond of the polar opposite either though (i.e. "crapsack world" stuff or "every NPC is a horrible jerk to the PCs" stuff). For real. The first thing I was told about CoC online was that combat was super-fatal and you couldn't win combat. But by that time we'd already played CoC quite a bit and we knew that wasn't true! Exactly. If it's just cultists and low numbers of humanoid monsters or smaller beast-like monsters, several people with semi-automatic or pump-action firearms are likely to be a decent solution. And if it's anything else, just run for the car! Personally I think it's mostly the adventures. Horror is a hard genre to write adventures for, especially ones that really work. So having decades and decades of adventures is a huge advantage over other horror RPGs. That Mothership inspired so many people to write adventures and it has a surprisingly large number of them is a big part of why that's doing well too imho. [/QUOTE]
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