HTT from 3 perspectives: As a GM, I'm confident the PCs will be roleplayed completely and authentically, and I commit to providing an environment where we get rich tactical gameplay from that alone. As a player, I'm there to roleplay the heck out of it, and I hope the GM prepped something fun, something meaningful to the party, with so much for the PCs that there's little need to drag me (the player) into it to make it a game. As a designer, my only job is supporting the above.
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4 posts · Last used Jul 27
Some conversations I have about HTT find me defending how violent the play can be!
Most of the games I run: violence is rare. The PCs solve problems with every crayon in the box so they're not stuck with the red one. When violence _does_ come up, it's powerful: an exclamation mark rather than a comma.
But it also varies by genre, by PC group. My gangster runs went fairly red.
But the distinction between "pacifistic" and "doesn't force violence" is apparently slippery. 😮
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Today's HTT article doodle is about an issue that gives a lot of the Workshop participants pain: ways to design an adventure with a villain, without the villain becoming a tactical chokepoint.
The good thing is: it's a fun topic.
The bad thing is: it's a topic that makes almost no sense unless you're already interested in supporting HTT play. 😂😭
Ah well. It'll be another article for the compost folder. 😁
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