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Why do RPGs have rules?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 9027266" data-attributes="member: 6787650"><p>But in practice, a single adventure doesn't confer godlike power, so it's absolutely legitimate to say to the players, hooray, you won! Not only did you repair the hyperdrive and get Princess Amidala safely to Coruscant, but you picked up the bonus mission and actually liberated Naboo months before Republic forces would have even gotten there! It's true you had to depose Chancellor Velorum in the process but at least Chancellor Palpatine is from Naboo too, so he'll probably be on your side in the future. Have 30,000 XP each!</p><p></p><p>In other words, pacing matters. Presumably more hardships will arrive in their own time, eventually, but they shouldn't feel like something <em>inevitably caused by</em> your successes. It shouldn't be a treadmill. (I don't know Dungeon World well enough to say whether this is how Dungeon World feels, but since you and Thomas both seem to agree that it does and are arguing whether that's a good thing, I'll take it as a given.) It's certainly okay for your failures and unintended consequences to cause hardship (Palpatine), and some kinds of success (getting rich) may legitimately lead to trouble (getting targeted by con men). But it's important that victory should be possible.</p><p></p><p>Hardship is an opportunity and comes at the beginning of a scenario. Victory is a reward and comes at the end of a scenario, along with closure. Sometimes you don't even know if you're going to play another scenario in this same world--it's okay to end on a high note with no known unsolved problems.</p><p></p><p><strong>TL;DR: "you win, have XP and come back next week" can feel very different from "you win, and then the empire strikes back." It's legitimate to not enjoy the latter. </strong></p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 9027266, member: 6787650"] But in practice, a single adventure doesn't confer godlike power, so it's absolutely legitimate to say to the players, hooray, you won! Not only did you repair the hyperdrive and get Princess Amidala safely to Coruscant, but you picked up the bonus mission and actually liberated Naboo months before Republic forces would have even gotten there! It's true you had to depose Chancellor Velorum in the process but at least Chancellor Palpatine is from Naboo too, so he'll probably be on your side in the future. Have 30,000 XP each! In other words, pacing matters. Presumably more hardships will arrive in their own time, eventually, but they shouldn't feel like something [I]inevitably caused by[/I] your successes. It shouldn't be a treadmill. (I don't know Dungeon World well enough to say whether this is how Dungeon World feels, but since you and Thomas both seem to agree that it does and are arguing whether that's a good thing, I'll take it as a given.) It's certainly okay for your failures and unintended consequences to cause hardship (Palpatine), and some kinds of success (getting rich) may legitimately lead to trouble (getting targeted by con men). But it's important that victory should be possible. Hardship is an opportunity and comes at the beginning of a scenario. Victory is a reward and comes at the end of a scenario, along with closure. Sometimes you don't even know if you're going to play another scenario in this same world--it's okay to end on a high note with no known unsolved problems. [B]TL;DR: "you win, have XP and come back next week" can feel very different from "you win, and then the empire strikes back." It's legitimate to not enjoy the latter. [/B] [/QUOTE]
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