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Why Do You Hate An RPG System?
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<blockquote data-quote="Willie the Duck" data-source="post: 8476915" data-attributes="member: 6799660"><p>You keep saying this, but providing little support other than repeated assertion. </p><p></p><p><a href="https://en.wikipedia.org/wiki/Ghostbusters_(role-playing_game)" target="_blank">Ghostbusters RPG</a> is a TTRPG where survival is assumed that is about as far away from new school narrative game as can be. A character can fall off a building and it won't kill them. It will, however, keep them out of the action for an extended period (those skyscrapers have a lot of stairs, man) while the success or failure of the games general goals and stakes (capturing ghosts, saving the city/world, etc.) are decided without them. </p><p></p><p>Obviously continued survival is necessary for the game to proceed, but removing threat-of-nonsurvival as a gameplay element does not reduce the game to 'imaginary friends.' Instead, all it does is focus the success or failure of the endeavor for which the PCs strive onto the endeavor itself, instead of endeavor+survival. That could mean that the game is imaginary friends, but doesn't require it to be so, nor really incentivize it in any great way.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8476915, member: 6799660"] You keep saying this, but providing little support other than repeated assertion. [URL='https://en.wikipedia.org/wiki/Ghostbusters_(role-playing_game)']Ghostbusters RPG[/URL] is a TTRPG where survival is assumed that is about as far away from new school narrative game as can be. A character can fall off a building and it won't kill them. It will, however, keep them out of the action for an extended period (those skyscrapers have a lot of stairs, man) while the success or failure of the games general goals and stakes (capturing ghosts, saving the city/world, etc.) are decided without them. Obviously continued survival is necessary for the game to proceed, but removing threat-of-nonsurvival as a gameplay element does not reduce the game to 'imaginary friends.' Instead, all it does is focus the success or failure of the endeavor for which the PCs strive onto the endeavor itself, instead of endeavor+survival. That could mean that the game is imaginary friends, but doesn't require it to be so, nor really incentivize it in any great way. [/QUOTE]
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