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Messages - Simlasa

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Some idiots here seem to think PC deaths is some sort of "quota" they have to fill per session or adventure.

THIS is the real problem.
Who? Where? I hadn't noticed anyone saying that.
I'm mostly speaking as a Player, I want/need to know my PC can be destroyed if things go badly. If I do something really dumb that should have negative consequences... if my PC takes damage in a way that should destroy them... then I'm going to feel a disconnect when that gets retconned/erased.

I think of the male witches on Bewitched.

But I wouldn't mind playing a Pokemon-like yokai wrangler... and that Caretaker Warlock idea doesn't fly up my skirt and steal my nards either, it sounds cute and fun.
Plenty of fantasy stories have characters protecting and bonding with young creatures the grow to be powerful (or dangerous).

But I also think the first wave of the OSR pushed back against that idea, and there's been stronger advocacy for games where death can happen at any time.
That might be part of what attracted me to the OSR and back to earlier (earlier than when I'd started) versions of D&D. Not specifically looking for games that happily kill PCs, but a step back from the PC as precious ubermensch that seemed to be coming out of what little I saw of 3e (and in other D&D fans I'd run into). I wanted games where food, water and torches can run out... not everyone having magical gewgaws that removed those concerns.
I think I just wanted to be playing games that were scarier, and less about power fantasy.

On our local FB group (predominantly focused on 5e), a fellow was claiming that it has become the norm that no PCs should fear death in any games.

I was not aware of that. I know there have always been groups that played that way... with the GM fudging rolls and making sure everyone kinda got what they wanted.
When I asked him why he thought that he really had no evidence to support it... it's just seemed to be what he liked and had experienced.Myself, I have tried to stay out of those groups... or dropped out when I found that's how they played.

Whenever the topic comes up online (in the places I frequent) there always seems to be a mix of preferences, no solid majority one way or another... though the 5e crowd seems to talk about what makes a 'good story' a lot.

Our local group has had a few people rage quit over the years when things didn't work out for their PCs (not just death)... one guy insisted he should get a 'save point'... but it's rare.

So what have y'all experienced? Is 'death free' (or just consequence free) the current trend? More than it used to be?
I can only speak of the folks who I've chosen to game with... and PC death is always on the table.

What about setting it sometime before the first book? Houses and intrigues, plots and plotters, but no spicy conundrums in the desert? There's still a lot of stuff that would have to be 'made up', but it sounds more interesting... to me.
(Frankly, I didn't much like the book and that's why I never read more. I liked Lynch's movie though... and I can the desire to put the setting up on blocks and steal its tires.)

Less than you'd think. The later books don't explore the universe as much as they remain focused on (Ar)rakis, just in vastly different eras.
Well, I knew that the story stays focused on Arrakis... but I figured there would be mention of other places to go explore. Like what is the Bene Gesserit getting up to on Ix? (not in the books, in a game based on the setting).
Though, the one time I did play in a Star Wars RPG, everyone at the table seemed set on replaying the setup of the original movie, Death Star and all that. They were having their fun, but it seemed like there was a LOT of other stuff they could have got up to.

Dune is one of those books that always come up in the "What setting should have an RPG made of it?" threads... as if people were hot to play games in it... so what were they picturing doing with it?

Apart from not liking the 2d20 system, my more fundamental issue with a Dune RPG is, what are the PCs actually supposed to do?
The same could be said for Star Wars. Unless you can get past having to have Death Stars and Darth Vader stand-ins with every campaign (which even the movies seem to have trouble doing). You need to extrapolate from what you're shown in the movies... imagine other significant situations and places and characters.

I only ever read the first book of Dune, but I'm guessing there is enough setting material in the series to suggest other intrigues on other worlds between other factions to focus on. No, it probably won't be some huge mythic event, and I'd probably just want to keep it away from Arrakis altogether.
It's why I generally favor the 'not' versions of famous settings... not-Trek and not-Star Wars. 40k has a good chunk of not-Dune in it (along with a truckload of other 'nots').

B/X for me as well.
AD&D was the first I played... but when I came back to being interested in D&D it was B/X and the OSR takes on it.

Reviews / Re: Headless Reviews Lion & Dragon.
« on: September 08, 2020, 10:43:27 AM »
From my reading of it the advice is for the high raking PCs to put the lower ranking PCs in their place.  Maybe I missed something cause that would be a disaster. 
I haven't read this game, but something that struck me while reading about class in Victorian England is that the lower class was often quite invested in the system as well. It's what they grew up with, it's all they knew. They relied on it, and going against the order of things upset everyone, high and low. So a person who was 'acting up' might likely be 'put in place' by their peers as well as their 'betters'.
I'd think acting as the usual wild west, anti-authoritarian D&D 'murderhobo' would quickly consign you to outlaw status.

I'd like to see more experimentation with the system for genres and settings you don't typically associate with Traveller. Give me pulpy rockets and rayguns. Give me Barsoom-inspired planetary romance. Give me the science fantasy game Numenera was meant to be, but failed so miserably at in execution.
Yeah, I'd definitely go for some that sort of thing. I was never into the OTU, and most Traveller games I've played in could easily have taken place on modern or near future Earth.
I've never run much Traveller, but when I did it was inspired by the scifi stories I used to see in Heavy Metal, like The Incal, The Long Tomorrow, Exterminator 17, Lone Sloane... wild/weird one shots from Moebius, Bilal, Druillet, Macedo, etc.

Like with GURPS, I think one fault, IMO, of a lot of Traveller stuff is that it is made by Traveller fans, for Traveller fans. It gets in a feedback loop of equipment stats (often for modern or near future tech) and militaristic wankery... vs. interesting people in interesting places doing interesting stuff. I've never played in a Traveller game that even attempted to approach the classic scifi the game was inspired by. The Facebook Traveller group I'm in seems to love statting up modern tanks and armaments but there's not much love for anything too 'out there'.
I'd like to feel a bit more Star Trek (TOS) and less Firefly/mercenaries/gun porn.

I have been frustrated in games where reporting to the authorities, having them sort out a larger problem, has seemed the most rational and plausible choice... but is thwarted by the GM, for obvious 'deprotaginization' concerns, in ways that undercut the setting. The king's army SHOULD care about the horde of goblins massing in the woods, not just shrug and pawn it all off on some ruffian 'adventurers'.

It sucks having some GMNPC step in to save the day, but if the Players go to the police with expectations they will behave somewhat like protectors I would give them that... though the final results might not be ideal or even desireable.

I could see a CoC game where just surviving/escaping to 'call in the troops' would be a satisfying outcome.

Quote from: HappyDaze;1143815
The house isn't in town dumbass.
Speaking from experience, chemical fires/explosions don't need to be 'in town' to cause havoc on people miles away.

I'm no fan of 5e but I've seen enough PCs die, including my own, that I assume it must largely come down to individual GMs/groups and their preferences. Which is how I remember it being even when I was first playing with AD&D... some groups were happy with Monty Haul and cheap/easy resurrects, others weren't.

Quote from: Spinachcat;1141894
BTW, in my OD&D, items will become imbued with magic on their own sometimes. AKA, the sword that slays a magical beast could take on that monster's essence and become a +1 weapon. The shield of a great hero could pass on generations, becoming magical as well. Thus, not all magic items must be created by mages.
Shades of Earthdawn in that. It's very cool how that game handles its magic items... a lot of magic items are formed from experiences, and require knowledge of those experiences to fully use them.

Quote from: SavageSchemer;1141866
Asking a rhetorical question doesn't remotely equate to whining and bitching.
Thank you!

Quote from: estar;1141869
Which is why I mentioned the various historical trade in luxuries. None of them involved going into Swords-R-Us and meeting Mr Rando Shopkeeper. The details of how this was handled in the Middle Ages provides a lot of opportunities for fun adventures.
Agreed. I've read a few books now on the history of the relics craze in Europe. Lots of wild stuff to draw off of. The stuff was often gifted around in a network of prestige and authority.

Another influence of mine, for how I've handled magic items, is the old Syfy show 'The Lost Room'. All about a detective who stumbles onto a set of seemingly ordinary objects with surprising powers... and the underground network of hoodlums and religious nuts that has grown up around them.

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