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  • I agree a lot with this. In the end, I don't think that I've had a single player character in our group act "like a Monster" - there is no push, no need, no motivation to do so. Lot of problems can be solved in non-monsterous ways, and both setting and mechanics actually seem to punish monstrous behavior - Wisdom is a thing losing which sucks and can be a "game over" for you if you lose enough of it, and apparently there are mechanisms of the peer pressure and social regulation that actively punish and restrict monstrous behaviors (abusing sleepers, "dangerous magic",...
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  • I've heard that this subsystem was apparently heavily inspired by how GUMSHOE handles investigations, so maybe you could look there. Haven't read GUMSHOE myself, but it's a game *about* investigations....
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  • That would work great in some kind of a system where at end of the investigations, players accrue a certain number of Clue Points and then can trade them in to unlock options from a list provided by a GM....
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WHW
WHW
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"Mage is a great game, all you need to do is remove Mages and/or Players from it."
Last Activity: 09-04-2017, 06:10 PM
Joined: 11-04-2015
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