I am less interested in categorical distinctions between RPG game designs than I am in those that describe what actually happens during play. This is part because, as a designer, I’m more interested in providing tools that work than in adhering to an aesthetically or theoretically coherent framework. It also goes to the old saw about the rules not
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Scenario I used: Characters are on a small plane. Bad guy and mooks cackle about their evil plan, then take the only parachutes on board and jump out after sabotaging the plane's controls. I made it clear that the only way to survive was to jump out, catch up with the bad guys and fight in free fall to get the chutes away before that sudden, nasty stop at the bottom.
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Thank you!
CU
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Once I was doing a test run of a 1-shot game, where I was a 10th level character, it wasn't till the end game that I realized that I was playing him like a 1st level character, trying to avoid any damage, choosing the safest options, etc.
Playing risk-averse is a learned behavior, one way to un-train it is to temporarily reduce the consequences of failure until the new behavior becomes a habit.
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Basically it goes like this:
If you can't think of anything interesting to do is a PCs action *fails* then use an Automatic Success, even if you have to resort to a Fake Contest (where you roll the dice, but the Narrator doesn't care what his result is, the PC is going to succeed). Now at first blush this might seem to be "The PCs are never at risk of dying, etc." But that's not the case... if a PC dying (or whatever) leads to an interesting (read 'entertaining') situation then a genuine contest (with it's inherent chance of failure) is called for.
This concept, to me, was forehead-smackingly cool.
:)
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