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@supernovastar:chat.blahaj.zone

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Joined 6 months ago
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Cake day: November 12th, 2024

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  • I like it too, but I think I would rearrange the dice so that the stress mechanic works more like hit points. Currently the advice is that characters with larger dice should receive more wounds - but if you remove this then the size of your die effectively acts as an hp pool of sorts.

    If you do this, though, you would probably want to rearrange the mental stack so that the characters with the largest mental dice are the ‘sanest’ or most mentally stable.

    It’s a cool concept and I think I’m going to tinker with it a little.



  • The thing about investigation is that it is primarily a player skill.

    Also, (and this is true for lots of things the ranger does) adding investigation as a skill tends to trivialize investigations.

    Using travel as an example:


    Player: wants to explore the wilderness

    Player: chooses the Ranger, a character that thematically fits that desire

    Character: has features that trivialize the challenges of exploration

    GM: since there’s no way for you to fail, we’ll just handwave away travel and teleport to our destination

    Player: is sad


    Investigation is the same way. Players who enjoy mysteries tend to pick investigation heavy characters, but many games use those characters to make investigation easier. This actively takes away from the gameplay the player was wanting.

    If anything, these specialties should unlock new styles of play. For example, a ranger’s exploration skills should unlock access to ever more dangerous types of terrain, so that the difficulty of exploration increases as the character levels up. The character is getting more tools, sure, but they’re mostly unlocking the play experience the player is seeking.




  • The mechanics are the medium through which players relinquish control of their roleplay. They’re sort of what mediates roleplaying, I think, by providing a sort of arbitrary and neutral interface to both limit and move along characters.

    Precisely. Which is why it feels different from improv. Rules and predictable-but-random outcomes add verisimilitude to a game.

    And the closer something is to the game’s core experience, the more likely it is that a rule (instead of a ruling by the gm) is needed. So if you’re playing a game that revolves around intrigue and seduction, you will probably want some rules for that. They don’t have to be overly complicated, but they will need to exist.


  • Does anything need mechanics? You could just rp everything, after all.

    I’m not saying you need something like FATAL, btw, the system I’m referring to is The Sword, the Crown and the Unspeakable Power. It’s a pretty normal PTBA system, plus a handful of moves that let you gain an advantage when you sleep with someone (as you might expect for courtly intrigue in an 18+ setting). There’s also one class that lets you give birth to eldritch abominations, but that’s less of a ‘roll for pregnancy’ thing and more of a dark ritual. It doesn’t have to be done out of a deep yearning for motherhood - that was just the direction I took it because it resonated with me.


  • SuperNovaStar@lemmy.blahaj.zonetoRPGMemes @ttrpg.networkA FATAL Mistake
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    20 days ago

    It’s not always about horniness, per se. For example, I’m trans, and giving birth is something I’ll always want but probably will never get to experience. So maybe I want to experience a “power fantasy” of sorts where my trans character performs dark rituals to give birth to eldritch abominations, all so she can experience motherhood.

    I’m sure there are other experiences that people would want to rp but not necessarily to experience irl. It certainly overlaps with kink, but it’s not like you’re masturbating at the table. You’re telling a story with adult themes, not (necessarily) writing erotica.


  • I think that what’s happening here is that

    1. The vast majority of any <thing> is poorly made, but because there are better alternatives, the poorly made ones rarely see the light of day

    And

    1. The more specialized or niche something is, the more likely it is to stand out despite being poorly made

    This includes racist garbage and weird fetishes, yes, but also any other game whose main selling point is its uniqueness instead of its quality.