On The Table Livestream Saturday, March 21 at 2 PM CST
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Comments (4)
Q3: And I do appreciate it if you check that text I sent to you earlier by email (it was 2nd of March, a link to a google doc). On the other hand I do understand if you feel it doesn't quite fit to the On the Table live stream's short message concept. I'm already stretching it with these long questions. :)
Q2: Not dying can be also supported by the system – and yet keeping up the high tension. In my game any wound can fully or partially incapacitate: cannot walk, in shock, etc. I don't remember, did I take the idea from tBE? Was there something similar? This leads to instant complications, getting captured, escaping or hiding, wounded and needing help to survive, or waking up in between dead bodies. Trevor, shall we talk of low/lower-lethality-high-tension games? Have any games in mind doing that particularly well? Is it difficult, is it even useful to keep up high tension with low lethality?
Q1: It seems to me that many RPGs lose a great opportunity for story telling when death is the only (or the main) major failure state. Giving significantly more weight for other major failure states (and also let the major failure happen) makes the game simply better: getting captured, stuck or lost in the wilderness, allies or powerful factions turning against the PCs, an enemy gets the upper hand, breaking the MacGuffin, etc, etc… Not dying but: “Oh shit, now we're in real trouble!” Trevor, what's your take on this? Do you consider this as a thing to improve RPGs in general -- or rather question of a game style? Do we need more other *major* failure points instead of death? Should non-death major failures have exact rules for them, just like health and death has?
Hi Trevor! I'm sending you some topics beforehand, since I still cannot write to live stream chat for some reason (despite being d10).
