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Colin Spiridonov's avatar

Super agree, especially about how the social dynamics and the unique house rules and GMing style of each table are in some ways more important than the original system.

But I do think that system definitely affects player behavior and expectations. In your example with the golem, if we were playing 5e/Pathfinder, I think it’d be more likely that players would just say some quippy comeback and start fighting the golem. But in Mothership or Into the Odd or some other system where combat is not the expectation, players would be more likely to engage with the golem as a noncombat puzzle, because those are the behaviors that the systems encourage. I think it’s important to understand those incentives, although like you said it’s totallly possible for a more freeform narrative-focused group playing 5e to choose to not fight the golem because that’s their playstyle.

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Travis Rodgers's avatar

I know there’s a debate about what kinds of games people want to play. And it’s interesting. But are there any games you’d play that didn’t allow some fudging to keep players alive for the story’s sake. I’ll write more about this, but I can’t think of a fun game that has one life, no real progression, and still can tell an interesting story while doing remotely heroic stuff.

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