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General Tabletop Discussion
*TTRPGs General
what works in fiction but not rpgs or vice versa?
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<blockquote data-quote="Glyfair" data-source="post: 2775424" data-attributes="member: 53"><p>This certainly can work, but takes the players agreeing beforehand. Personally, I'd like to see a group get together and come up with some character dynamics before they start play. Not a huge amount, but put together some tidbits like "John & Judy fight like cats and dogs, but will not tolerate anyone else abusing the other."</p><p></p><p>Also, with a few exceptions Mal would usually say "Shut up or get off my ship." He wasn't much one on threatening violence. In an RPG, that would tend to work better, too. PCs tend not to back down to death threats. However, they'll often back down to more subtle threats, if it's to an element developed in the world. For example, a villain who says he'll make sure he ruins the PCs good names, when they've spent a lot of time gathering a reputation.</p><p></p><p></p><p></p><p>A lot of this is trained, IMO. I've read or seen enough comments where DMs tend to pigeonhole villians into a certain set habits, and don't deviate from it at all for a good story. For example, I know of one example where a group surrendered to an obviously overwhelming orc force. The DM felt that orcs were rapists, and they proceded to rape some of the PCs. </p><p></p><p>Guess what the players did next time they were in a situation where they were asked to surrender? </p><p></p><p>Plus, it's not just his extreme example. You'll see a lot of DMs who decide the villians will kill the PCs if they surrender, which just discourages the action. </p><p></p><p>The only real way to overcome this is for the DM to discuss things like this in advance. Tell your players that you expect that they'll surrender when overwhelmed, and aren't going to severely punish them for the action (although they certainly should expect negative consequences).</p></blockquote><p></p>
[QUOTE="Glyfair, post: 2775424, member: 53"] This certainly can work, but takes the players agreeing beforehand. Personally, I'd like to see a group get together and come up with some character dynamics before they start play. Not a huge amount, but put together some tidbits like "John & Judy fight like cats and dogs, but will not tolerate anyone else abusing the other." Also, with a few exceptions Mal would usually say "Shut up or get off my ship." He wasn't much one on threatening violence. In an RPG, that would tend to work better, too. PCs tend not to back down to death threats. However, they'll often back down to more subtle threats, if it's to an element developed in the world. For example, a villain who says he'll make sure he ruins the PCs good names, when they've spent a lot of time gathering a reputation. A lot of this is trained, IMO. I've read or seen enough comments where DMs tend to pigeonhole villians into a certain set habits, and don't deviate from it at all for a good story. For example, I know of one example where a group surrendered to an obviously overwhelming orc force. The DM felt that orcs were rapists, and they proceded to rape some of the PCs. Guess what the players did next time they were in a situation where they were asked to surrender? Plus, it's not just his extreme example. You'll see a lot of DMs who decide the villians will kill the PCs if they surrender, which just discourages the action. The only real way to overcome this is for the DM to discuss things like this in advance. Tell your players that you expect that they'll surrender when overwhelmed, and aren't going to severely punish them for the action (although they certainly should expect negative consequences). [/QUOTE]
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Community
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what works in fiction but not rpgs or vice versa?
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