>>5880386>>5880398>>5880495>>5880544>>5880959>>5880977>self-sabotage in game,>THE DANGER>NOT achieving dramatic expectation imaginary game character goal>combining this with worldbuilding / coherent meaningful narrative world development etc.So maybe to summarise what I was thinking about here (the pic related
>>5880641 ) I was just exploring methodology for narrative scenarios that can accommodate player failure or even self-imposed volunteered exposure to risk/danger in meaningful and coherent ways contributing to storytelling (sort of what the Blades In The Dark Devil's Bargain GM technique is trying to encourage).
How much player catastrophe can your game world accommodate?
Is the threat of that danger even credible if the choice set never even inflicts game-ending or brutal impairment / crippling consequences on the players?
Perhaps players don't actually even want this (witness my haphazard half-hearted not even very optimised minmax NwN character lol, look I always make a GREATSWORD WIZARD casting spells in full armour I don't even need to try hehe the dnd combat is so trivial and easy yay
>>5880357 ) this is my feeling from watching many many actual plays, the end result I just think is DMs shepherd players along to inevitable formulaic character sheet increase and triumph
It is sort of interesting that ttrpgs have moved in this direction of THE SAFE SPACE NO GM YOU WILL NOT KILL MY CHARACTER I HAVE HUGE BACKSTORY whilst videogames arguably have become more hardcore (I am thinking the transition from infinite respawning deathmatch-ctf to PUBG to one life Tarkov extraction shooter etc... or even how dark souls design elements has permeated across all videogames)
gif related is just a random thing I found on youtube, some HEMA people decided to re-enact renaissance duelling manuals. This swordfight disarm flourish is to compensate for the aforementioned heroic duel humiliation fight scene here
>>5880641 hehe