| Website | https://www.attercap.net/ |
| Location | Tualatin, Oregon |
| Pronouns | he/they |
| Website | https://www.attercap.net/ |
| Location | Tualatin, Oregon |
| Pronouns | he/they |
So, got some interesting feedback on my "no advancement ttrpgs" question. Which leads me to a follow-up: if you can move things around on your character sheet or your character doesn't really advance numerically, does that take away any of the fun for you, personally?
To put it another way: Is part of the fun about RPGs for you intrinsic in your character being able to perform skills better?
Follow-up: Isn't better gear that equates to better skills really just the same thing as leveling up?
Are there any ttrpg systems with no leveling/skill growth? (Not including one-shots.) Basically, a game that suggests the character one builds is where they want that character to be from start to end? Would such a thing make sense?
In TV shows and comics, character skills are relatively static. Lore might grow, but they often start and continue to be bad-asses. [There are exceptions, of course, speaking generally here.] Wondering if any games represent that.
When playing in the world of the Dark Crystal, most players want to play gelfings. I've had a few comments from players regarding having trouble with concepts for podlings, given their pacifist nature (Hup's aggressiveness was an anomaly, according to lore). Ruma is an example podling to incorporate in play as a PC, NPC, or to provide ideas for podling characters.