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What RPG would fit this one-shot idea?
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<blockquote data-quote="Lackofname" data-source="post: 8317984" data-attributes="member: 87598"><p>I mean, it doesn't have to be a system that lets you play monsters. It's more the snowball mechanic of building towards hitting a critical mass.</p><p></p><p>For instance, <em>while I've never played it</em>, I understand the Leverage game system works by players are doing their things for the end goal of making an NPC fail a single very important die roll. I think it works by shrinking the NPC's dice pool, or the size of their dice, etc. Which would make sense if it was a single <em>target</em>. Or a single die-roll to determine the outcome. But I don't think that works for differing goals, since some are mutually exclusive and others aren't, and determining who ultimately gets what they want isn't as clear.</p><p></p><p>DREAD is another example. It uses a JENGA tower as its sole mechanic. Each player pulls from the Jenga block in order to succeed at a task. When the tower falls, the PC just dies. The trouble with this is that the Tower Falling would be the win condition, and you can't let people who want the tower to fall over to be the ones pulling the blocks out, they'll just intentionally knock it over. Also it serves the same problem of "how do you handle multiple goals"? In Dread, you keep going after a PC dies, but here you generally want there to be one ending; a goal to be met early doesn't make as much sense.</p></blockquote><p></p>
[QUOTE="Lackofname, post: 8317984, member: 87598"] I mean, it doesn't have to be a system that lets you play monsters. It's more the snowball mechanic of building towards hitting a critical mass. For instance, [I]while I've never played it[/I], I understand the Leverage game system works by players are doing their things for the end goal of making an NPC fail a single very important die roll. I think it works by shrinking the NPC's dice pool, or the size of their dice, etc. Which would make sense if it was a single [I]target[/I]. Or a single die-roll to determine the outcome. But I don't think that works for differing goals, since some are mutually exclusive and others aren't, and determining who ultimately gets what they want isn't as clear. DREAD is another example. It uses a JENGA tower as its sole mechanic. Each player pulls from the Jenga block in order to succeed at a task. When the tower falls, the PC just dies. The trouble with this is that the Tower Falling would be the win condition, and you can't let people who want the tower to fall over to be the ones pulling the blocks out, they'll just intentionally knock it over. Also it serves the same problem of "how do you handle multiple goals"? In Dread, you keep going after a PC dies, but here you generally want there to be one ending; a goal to be met early doesn't make as much sense. [/QUOTE]
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What RPG would fit this one-shot idea?
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