But others might want to run games catering for different tropes. I confess I like the additional dilemmas created when the players must trade off mission success against potential risk to their 'health' (defined broadly as this applies as much to reputational damage as a spear in the arm). There's the Pyrrhic Victory mechanic, there's Jane's suggestion of trading negative consequences for improved successes (which I quite like), there have been other ideas. Those of you who don't want that kind of thing in your game are free to ignore them -- no one is trying to foist them on you. But just characterising these discussions as trying to introduce tedious victory-by-attrition mechanics doesn't really advance the debate further.
All the best
Mark
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