#like dude players used to be able to impact the narrative way more
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the fed workers killings also ruled from like a meta perspective bc we finally got to see a player have some agency again (before being ripped away immediately but still)
#bell.txt#player agency i miss youuuuu.....#its also interesting to see how many people joined the fandom in like aug-nov and have no idea what it was like before then#like dude players used to be able to impact the narrative way more#they got to drive their own arcs and weren't forced to follow the larger tide of things#i think its particularly obvious from a qcellbi perspective bc like. he got so royally fucked by everything#and he had so much agency and so much going on prior to sept and esp nov#whereas if you only watch like. tub.bo you wouldnt realize how much players were able to do before#idk just something ive noticed about how people talk about the agency side of things
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Some thoughts about TTRPGs, and the ubiquity of DnD.
As someone who does not *love* DnD… it is still the only game I’ve tried with that particular vibe. And I don’t mean “medieval fantasy”.
I mean, an achievement fantasy underscored by mechanics built around an individual success-and-improvement narrative, with a large social component. (You win as a team, but you improve and grow as individual characters.)
This is mechanical, independent of what your DM may or may not put in the game.
Let me list it out.
DnD has no standard mechanics for detriments.
As much as there are possibilities for certain monsters and afflictions to permanently harm or alter a character against the player’s will, a DM has to actively choose to put those in their game, and even then there are typically ways to heal or fix them. In a typical game, there are no permanent, mechanically enforced negatives for your dude; no lingering injuries, no madness, no disabilities, etc.
Recovery mechanics are also simple and accessible (looking at you, Long Rest) and resources are not really set up to be scarce and/or a slog to track and ration.
(Mind you: I’m talking about mechanics that impose a permanent debuff or handicap on your character against your will as a feature of the game, not about playing a disabled character as your own choice.)
Simple, straightforward ability growth as a central mechanic.
DnD is almost entirely designed around characters becoming cooler and stronger over time. This ability growth is straightforward: no complicated skill tree system where you can get screwed over by your own suboptimal choices.
There is also no standard mechanic to lose abilities you’ve gained, nor is your degree of improvement every level left to chance. (The closest DnD comes to a chance mechanic in this area is rolling for HP, and even that’ll let you take average if you roll below). The game is set up to reward your character with ability growth just for continuing to play it.
Success narrative dominates.
The primary completion path in all DnD modules is “the characters win the day”. That’s what the game is about. And as much as some modules may try to subvert that with little bits of flavour text here and there, they’re doing so for show. The very manner a DM has to set up sessions is all about making the challenges appropriately levelled for the players to overcome. If you’re playing, you’re *supposed* to overcome the challenge. A game where everyone dies is not considered expected or desirable. And while a creative DM may occasionally set up an encounter the characters are expected to flee from… if it’s not telegraphed properly, the odds are they WILL die. Because the game is not set up for players to expect unbeatable challenges.
Significant character agency where it matters.
Agency is about more than just being able to make choices in-game. In DnD, you have the ability to make choices that feel situationally impactful. You’ll rarely have a situation where you consistently do everything “right”, roll well, and yet the enemy is entirely unaffected. Your abilities aren’t vague in power level or usefulness -even if you aren’t a particularly creative player, the stuff that’s on your character sheet that you can do is going to be at least moderately useful in most situations a typical game throws at you, even if applied with little finesse.
…
Like I said, I don’t *love* DnD. I’m not super sold on medieval fantasy to begin with, I’m pretty bad at basic number math (I have dyscalculia so this shit is hard for me), and I like supporting indie and less popular titles on principle.
But holy shit.
Can somebody tell TTRPG designers to please make a game that just lets me be cool and win at something?
I want to play a badass vampire! But in Vampire: The Masquerade, that’s kinda… Not Great. I want to be a faux-Victorian era paranormal investigator! But, ehm, Call of Cthulhu? Having my character die or go insane kinda sucks. I like scifi! But everything from Cyberpunk RED to the various iterations of Warhammer 40k RPG is bleak as fuck.
Mörk Borg? Dark and bleak. Candela Obscura? Dark and bleak. The Laundry? Dark and bleak.
(I’m not counting Pathfinder, as it’s basically just DnD with more math and a less straightforward character builder.)
I know I’m only scratching the very top surface of less ubiquitous TTRPGs here, but still. All these relatively well known and oft recommended titles completely fail to capture what makes DnD appealing to me -and I suspect, to many others.
In TTRPG spaces I often see people ask “Why modify and reskin DnD to be (insert aesthetic) if you can play (game designed in that aesthetic)?” And my answer is always the same. Because I want to have the DnD-style success experience, only with (cool aesthetic thing).
I want to play other games! I’m not hung up on medieval fantasy or the d20 system or spell slots or anything! I just… don’t want to play some bottom-feeding cannon fodder character in a Misery Simulator, engage with complex ethics as a game mechanic, run a one-person accountancy department to keep track of tons of scarce resources, have the other players as my de-facto opponents, be faced with challenges my character can’t do anything to overcome, invest hours into building a dude who gets offed in the first encounter, put my time in a game that progressively stacks detriments onto my character to shrink their success chances while the stakes keeps growing, etcetera etcetera.
Just, none of that edgy shit. Life’s plenty edgy already, I just want some easy escapism.
Anyway.
If anyone has recommendations for a TTRPG that sort of matches my list of requirements… I’m all ears. I like most stuff aesthetically tho I’m not super into either pirates or contemporary military as a theme. I also prefer games that don’t employ a gimmick (like jenga blocks, an hourglass, burning candles, etc).
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trent suffers so much for being english, like the narrative around him in england is so different than what i see elsewhere (portugal/spain/latin america specifically cause that's what i'm able to understand and it's most around me lol)
even the people that talk about any defensive liabilities they're very quick to dismiss it as something managers have to deal with same way you have to deal with a player like mbappe not tracking back
but in england it's the best defender has to play!!! if you have to bench one of the best creators of the game then so be it!!! which like i'm glad they're like that cause it's sabotaging them to hell and back but trent suffers so much from it lol
to make the obvious comparison with cancelo, who's a different player, but imo much worse defensively, and the worst dude to work with according to literally everyone, the narrative is still just very much we need to play palhinha to be stronger defensively and accommodate cancelo (and nuno mendes)
and I guess that's why england have way more issue scoring with a way better front three 🤷🏻♀️
but I guess international football is still all defense for some people
when talking about liverpool, however, staying with that narrative is insane, any manager that doesn't know how to use him is a manager who's not good enough at the end of the day, same way as many a manager who has failed to make the most of similarly impactful players
#i've had this in my head for a while but kris' anon pulled it out of it lil#under read more cause well....#i talk a lot#ana shut up omg
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