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General Tabletop Discussion
*TTRPGs General
Why do DM's like Dark, gritty worlds and players the opposite?
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<blockquote data-quote="Hussar" data-source="post: 4989326" data-attributes="member: 22779"><p>If Gritty=Plucky, then fair enough. Most games I've played are gritty by that definition.</p><p></p><p>Since we're playing "Pick and Choose" with dictionary definitions, as I said earlier, I see gritty as:</p><p></p><p></p><p></p><p>So, while I find gritty as plucky to be a good thing, the overwhelming majority of examples of "gritty" games or settings take the latter definition. Warhammer RPG being a pretty good example. 1e D&D is often also held up as being "gritty" because of the plethora of ways of dying pretty quickly. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The problem with critical hits and failures is that it punishes the players. The baddies are only one stage once (usually) and they're going to die. The PC's have to survive every time. The longer you play, the greater the chances that the dice gods declare you dead.</p><p></p><p>On Hero/Action points. LOVE them. In my last 3e campaign, I allowed players to turn any fatal attack to instead leaving them stable at -9 in exchange for all remaining Action Points. So, if you were out of AP's, you died or, if the entire party went down, you'd all die. However, it made death a very rare thing.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4989326, member: 22779"] If Gritty=Plucky, then fair enough. Most games I've played are gritty by that definition. Since we're playing "Pick and Choose" with dictionary definitions, as I said earlier, I see gritty as: So, while I find gritty as plucky to be a good thing, the overwhelming majority of examples of "gritty" games or settings take the latter definition. Warhammer RPG being a pretty good example. 1e D&D is often also held up as being "gritty" because of the plethora of ways of dying pretty quickly. :) The problem with critical hits and failures is that it punishes the players. The baddies are only one stage once (usually) and they're going to die. The PC's have to survive every time. The longer you play, the greater the chances that the dice gods declare you dead. On Hero/Action points. LOVE them. In my last 3e campaign, I allowed players to turn any fatal attack to instead leaving them stable at -9 in exchange for all remaining Action Points. So, if you were out of AP's, you died or, if the entire party went down, you'd all die. However, it made death a very rare thing. [/QUOTE]
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Why do DM's like Dark, gritty worlds and players the opposite?
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