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*TTRPGs General
When PCs go against the "archetype"
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<blockquote data-quote="LostSoul" data-source="post: 5195538" data-attributes="member: 386"><p>Well, system matters.</p><p></p><p>If you don't want people cutting gold teeth out of defeated enemies, don't make money a valuable character resource in the game. If you want to see what lengths the players will have their characters go to in order to get gold, make gold a valuable character resource and limit the amount of easy coin.</p><p></p><p>I've always wanted to see PCs attain "name level" and build their own keeps on the borderlands. In my 4E hack I messed around with extended rests, making it so the PCs are going to be hard-pressed to do much of anything unless they establish ties with a community. I want PCs to interact with communities, I want them to change the setting and see the consequences, so I tied that "fluff" into "mechanics". </p><p></p><p>(In this case fluff and mechanics both feed off of and into each other, so I wouldn't say that a +6 modifier in some skill has any more relevance than the fact that you spent the night drinking in the pub with the local farmers.)</p><p></p><p>I also made sure that the rules don't specify what kind of relationship the PCs have with the community. That leaves a lacuna for the players to fill during play. Are they tyrants or benevolent guardians? Do they get their hands dirty with the peasants or do they lord on high in isolated towers? Who knows?</p><p></p><p>Anyway. Long story short: If you want the game to respect and deal with genre tropes, the system should support that.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5195538, member: 386"] Well, system matters. If you don't want people cutting gold teeth out of defeated enemies, don't make money a valuable character resource in the game. If you want to see what lengths the players will have their characters go to in order to get gold, make gold a valuable character resource and limit the amount of easy coin. I've always wanted to see PCs attain "name level" and build their own keeps on the borderlands. In my 4E hack I messed around with extended rests, making it so the PCs are going to be hard-pressed to do much of anything unless they establish ties with a community. I want PCs to interact with communities, I want them to change the setting and see the consequences, so I tied that "fluff" into "mechanics". (In this case fluff and mechanics both feed off of and into each other, so I wouldn't say that a +6 modifier in some skill has any more relevance than the fact that you spent the night drinking in the pub with the local farmers.) I also made sure that the rules don't specify what kind of relationship the PCs have with the community. That leaves a lacuna for the players to fill during play. Are they tyrants or benevolent guardians? Do they get their hands dirty with the peasants or do they lord on high in isolated towers? Who knows? Anyway. Long story short: If you want the game to respect and deal with genre tropes, the system should support that. [/QUOTE]
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