RPGs: the scary parts
Mar. 21st, 2020 10:28 amThe Adventure Path I'm reading, Rise of the Runelords, is very themed on the 7 deadly sins.
There's game mechanics in the back of the book for figuring out what a character's sins are across the course of the game. As far as I can tell, without telling them. So at a certain point they get to where it starts making game mechanical differences and get A Surprise.
But the more I think about it the less the pluses and minuses are what would bother me.
It's the fact that characters are going to get to this level, walk into somewhere dedicated to sin, and get told 'well now you feel at home'.
( Read more... )
So the adventure path provides a lot (a lot) of seeds for Story.
Which is great.
But it isn't a Story that would be unalloyed fun for me.
So now I'm pondering what would.
... bearing in mind it would still need built in conflict and temptation and points where they can make bad choices and so forth...
Tricky.
I am increasingly impressed with how much work an Adventure Path is
even while I'm also creeped out by more parts of this one.
Also, when it compares to the audio adventures, reading it is a whole other experience and playing it would be different again, because in audio you're listening to characters face a difficult challenge, but you know there's a next episode. Reading it you wonder how the PCs would get through it and how much roleplay it would take to deal with it all. And then playing it it would be you.
Well, your character.
But that's a whole lot more personal.
... it seems less fun.
And that's assuming that the GM doesn't want to kill you, and some of these encounters I just genuinely wonder if they would. Like, maximum yikes, you know?
So.
Really interesting comparing the different experiences. Like adaptation but it's not just a play or a book, it's way more flexible than that, and immersive.
Is cool.
There's game mechanics in the back of the book for figuring out what a character's sins are across the course of the game. As far as I can tell, without telling them. So at a certain point they get to where it starts making game mechanical differences and get A Surprise.
But the more I think about it the less the pluses and minuses are what would bother me.
It's the fact that characters are going to get to this level, walk into somewhere dedicated to sin, and get told 'well now you feel at home'.
( Read more... )
So the adventure path provides a lot (a lot) of seeds for Story.
Which is great.
But it isn't a Story that would be unalloyed fun for me.
So now I'm pondering what would.
... bearing in mind it would still need built in conflict and temptation and points where they can make bad choices and so forth...
Tricky.
I am increasingly impressed with how much work an Adventure Path is
even while I'm also creeped out by more parts of this one.
Also, when it compares to the audio adventures, reading it is a whole other experience and playing it would be different again, because in audio you're listening to characters face a difficult challenge, but you know there's a next episode. Reading it you wonder how the PCs would get through it and how much roleplay it would take to deal with it all. And then playing it it would be you.
Well, your character.
But that's a whole lot more personal.
... it seems less fun.
And that's assuming that the GM doesn't want to kill you, and some of these encounters I just genuinely wonder if they would. Like, maximum yikes, you know?
So.
Really interesting comparing the different experiences. Like adaptation but it's not just a play or a book, it's way more flexible than that, and immersive.
Is cool.