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General Tabletop Discussion
*TTRPGs General
What Do You Think Of As "Modern TTRPG Mechanics"?
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<blockquote data-quote="Crimson Longinus" data-source="post: 9774805" data-attributes="member: 7025508"><p>Yeah this is distinction I've also alluded to in the past and it does not have proper agreed upon nomenclature. And tension between these can exist in any game, but I have been very aware of it in the Blades in the Dark game I've been playing in. Like on one hand the game probably expects you to "play characters like stolen cars" and enjoy the chaos, but it also has hella lot incentives that push the players to play really carefully, You need to consider whether every move is worth it, as every dice roll risks some unpleasant consequence. There are clocks, stress and heat you need to manage, and this encourages flinching before the crap really hits the fan. And there are entanglements, traumas and harm that are quite consequential and have far more teeth and are harder to recover from than some loss of HP in D&D. </p><p></p><p>I have pointed this out before, but it did not gain much traction, but to me these conflict is very apparent and I am not quite sure how the designer expected people to approach the game. Am I supposed to drive a stolen car or am I supposed to carefully manage various crap gauges to ensure success? <img class="smilie smilie--emoji" alt="🤷" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937.png" title="Person shrugging :person_shrugging:" data-shortname=":person_shrugging:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9774805, member: 7025508"] Yeah this is distinction I've also alluded to in the past and it does not have proper agreed upon nomenclature. And tension between these can exist in any game, but I have been very aware of it in the Blades in the Dark game I've been playing in. Like on one hand the game probably expects you to "play characters like stolen cars" and enjoy the chaos, but it also has hella lot incentives that push the players to play really carefully, You need to consider whether every move is worth it, as every dice roll risks some unpleasant consequence. There are clocks, stress and heat you need to manage, and this encourages flinching before the crap really hits the fan. And there are entanglements, traumas and harm that are quite consequential and have far more teeth and are harder to recover from than some loss of HP in D&D. I have pointed this out before, but it did not gain much traction, but to me these conflict is very apparent and I am not quite sure how the designer expected people to approach the game. Am I supposed to drive a stolen car or am I supposed to carefully manage various crap gauges to ensure success? 🤷 [/QUOTE]
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