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(D&D/OSR) Play style: Heroes versus Mercenaries

Started by BoxCrayonTales, May 10, 2017, 07:06:59 AM

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saskganesh

Quote from: Lunamancer;961676I really find it to be the only answer that makes sense.

Wise-ass, fun-sucking gamers used to say (and maybe they still do) that if we role-played properly, no one would ever set foot in a dungeon. Risk of death is too high. No rational person would ever do it.


I've never had that kind of player,  thank the gods, but I have had players who are too risk adverse, even timid. I emphasize it's a role playing adventure game, and unless they buy in to that premise, there is really not much point.

AsenRG

Quote from: Lunamancer;961597Neither. Both are too spoon-fed. Are we going to spoon feed heroes what they *should* do via some played-out, cliche morality? Or are we going to have mercenaries punch a clock and pick up a paycheck?

I run adventurers as entrepreneurs. They have goals that are important to them. Whether it's to accumulate wealth, build a stronghold, find some ancient relic, whatever. Occasionally they can take up missions as heroes. When they do so, the motive doesn't need to be cliche morality as the adventurer(s) have specific goals and values that are important to them. And occasionally they'll do something for pay. And when they do so, it's not just for money but motive behind the need for the pay-off. They are also more likely to be an equal partner in setting the terms of the deal and just as likely to be hiring mercenaries as they are to be hired as mercenaries.

Basically, this;).
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Well, in my two current D&D campaigns, in one group (albion) the PCs are more like 'agents', and in the other (DCC) something akin to 'dangerous lunatics'.
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