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When your weapons won't beat the enemy?
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<blockquote data-quote="Umbran" data-source="post: 4931892" data-attributes="member: 177"><p>I think what you're talking about has some genre-specific aspects.</p><p></p><p>In many fantasy games, what the characters have is the cutting edge of what's available in terms of technology. In generic medieval fantasy, there isn't anything out there better than the swords the characters wield, and the magic they have at hand - it is not very plausible that much else of use is lying around.</p><p></p><p>In contemporary games, the setting is different - there's technology and useful materials lying around all over the place. The players and genre expect that useful things can be found in the environment.</p><p></p><p>Superhero games actually use the teamwork trope a lot - a group of individuals just beating on the super-villain often isn't sufficient. They have to pull together and use their powers in new ways, and materials at hand that they didn't carry in with them.</p><p></p><p>There's also a game-design element here. Some games have character abilities tightly defined. Other games give players and GMs more leeway in interpretation. Tight definition gives consistency, which is good. Loose definition gives room for improvisation.</p></blockquote><p></p>
[QUOTE="Umbran, post: 4931892, member: 177"] I think what you're talking about has some genre-specific aspects. In many fantasy games, what the characters have is the cutting edge of what's available in terms of technology. In generic medieval fantasy, there isn't anything out there better than the swords the characters wield, and the magic they have at hand - it is not very plausible that much else of use is lying around. In contemporary games, the setting is different - there's technology and useful materials lying around all over the place. The players and genre expect that useful things can be found in the environment. Superhero games actually use the teamwork trope a lot - a group of individuals just beating on the super-villain often isn't sufficient. They have to pull together and use their powers in new ways, and materials at hand that they didn't carry in with them. There's also a game-design element here. Some games have character abilities tightly defined. Other games give players and GMs more leeway in interpretation. Tight definition gives consistency, which is good. Loose definition gives room for improvisation. [/QUOTE]
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When your weapons won't beat the enemy?
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