Timeline for How to respond to "stress tracks / narrative consequences are arbitrary"?
Current License: CC BY-SA 3.0
15 events
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Sep 5, 2014 at 21:47 | history | edited | BESW |
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Aug 14, 2014 at 9:25 | vote | accept | monsterfurby | ||
Aug 13, 2014 at 9:02 | review | Close votes | |||
Aug 13, 2014 at 13:18 | |||||
Aug 13, 2014 at 8:46 | comment | added | BESW | I'm not sure if this answer is a duplicate or not, but it should be helpful at least. Maybe you can edit your question to show how it's different from that one, so answers can be more useful to you. | |
Aug 13, 2014 at 7:51 | history | edited | doppelgreener |
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Aug 7, 2014 at 16:42 | comment | added | IgneusJotunn | Just throwing it out there- you can actually throw out stress tracks entirely if you like. The system will work fine. | |
Aug 7, 2014 at 16:16 | history | tweeted | twitter.com/#!/StackRPG/status/497415893895626752 | ||
Aug 7, 2014 at 15:28 | comment | added | C. Ross | Are your users on the same page about the style of the game? Do they see the game as about the story or about winning? | |
Aug 7, 2014 at 15:17 | comment | added | SevenSidedDie | If you're reserving stress for inside combat, I can see how that would be giving them the impression they're just health points. | |
Aug 7, 2014 at 15:12 | answer | added | Maynor | timeline score: 9 | |
Aug 7, 2014 at 14:42 | history | edited | doppelgreener | CC BY-SA 3.0 |
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Aug 7, 2014 at 14:32 | answer | added | user8248 | timeline score: 14 | |
Aug 7, 2014 at 14:19 | comment | added | monsterfurby | Aye, I basically mean that I try to avoid having the dynamic of "just counting down stress boxes" outside of combat, in order to keep every action meaningful and interesting. | |
Aug 7, 2014 at 14:15 | comment | added | user8248 | By "avoiding stress boxes," do you mean that you're forcing them to take consequences? | |
Aug 7, 2014 at 14:07 | history | asked | monsterfurby | CC BY-SA 3.0 |