Risk In RPGs

Jun 14, 2007 09:20


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 ( Read more... )

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raconteurx June 14 2007, 22:22:14 UTC
No sense cross-posting it, but here is a link to a comment I made related to this post over on jaegamer's journal.

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ptevis June 14 2007, 23:07:13 UTC
One of the best tools I've seen for encouraging players to take risks is the Keys system in The Shadow of Yesterday. Players get to choose what they're rewarded for, and the reward level always increases when they put themselves at greater risk. Thus, you have people deciding what arenas they're comfortable taking risks in and communicating that clearly to the GM.

In a slightly different vein, Thematic Batteries in Full Light, Full Steam work similarly to Aspects in Spirit of the Century, as discussed above. Hose yourself now to prevent yourself being hosed later.

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Character-Defining ext_18134 June 16 2007, 08:36:45 UTC
> One of the best tools I've seen for encouraging players to take risks is the Keys system in The Shadow of Yesterday.

The rules system for TSoY is called The Solar System, and yes, it does look like an interesting system.

> Players get to choose what they're rewarded for, and the reward level always increases when they put themselves at greater risk.

I really like this idea. It is far more carrot than stick: players are rewarded for their direct contribution to the conflicts and challenges in the adventure.

Here is my attempt to define a system that allows GURPS players to nominate their disadvantages for this treatment: they can make Character Defining disadvantages that set points aside to be gained by meeting the challenge the disadvantage presents.

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madmanofprague June 15 2007, 04:28:25 UTC
I think having the ability to screw over the players in an entertaining way is key. For example, in D&D, because failure generally consists of lack of effect and thus lack of interest, it's something to avoid at all costs. Well... thats the way it is, mechanically. I'm sure if the traps just trapped you in an underground pit without killing you (instead of 12d6 electricity damage or whatever) then dungeon-crawling would be fun-risk behaviour.

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Risk Taking madmanofprague June 24 2007, 19:01:00 UTC
Hi ( ... )

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