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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No offense, but I thought that was a given for any player-taken risk. They advance the story and make a bigger name for themselves. The difficutly is getting them to take risks they otherwise wouldn't because they don't want to set their characters back.
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Or just: better players. Combined with better GMs, who will reward risk-unaverse players, rather than smiting them with a "er, right, so you fail your die roll and are knocked unconscious by the bad guys... you don't mind sitting out the rest of the session, do you?"
As a player I've never been interested in the six-hour tactical planning sessions, I always just wanted to get out there and poke the gameworld and see how it pokes back. And while in theory the GMs have been acceptant of cinematic play style, in practice I've always been penalised to a greater or lesser extent for incautious play, because it's actually really difficult for a GM to know how to actively reward devil-may-care spontaneity.
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I don't know if they were just bad at math, but every single player loved it, and maxed it out. The system was built on d6s: they all went for the d20 gambler's die, every time. On the plus side, more unpredictable things happened and they spent more time reacting to crazy stuff they'd set in motion. On the minus side, my cerebral investigative game pretty much went out the window. They became more willing to barge in and take the risk, perhaps because I'd given them a formal explanation of how they could make the game more cinematic.
On another issue entirely: you ( ... )
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