• jjjalljs@ttrpg.network
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    9 days ago

    On player training, I like systems where you can bribe players to let bad things happen.

    Like in vampire: the requiem, a player can always turn a regular failure into a Dramatic Failure, and get a little XP. This meant the players went from “oh no the cave is probably full of monsters let’s take forever stressing” to “I ROLLED GARBAGE CAN I JUST BARGE IN LIKE A CONFIDENT IDIOT FOR MY DRAMATIC FAILURE?”

    Tastes vary, but I found it made a more interesting and snappier game.

    • caseyweederman@lemmy.ca
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      8 days ago

      Like the Fate system!
      I like systems that are player-driven, like Dungeon World. Instead of me putting a bunch of traps into place and hoping you walk into them, the complication of you rolling a failure on something else might mean there’s a trap there.
      “Are there any traps there?” “You tell me.”