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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