@Three-Eyed-Crow said in Where's your RP at?:
Even The Greatest Generation suffered from lack of characters I cared about at various points, and I had far less fun in those campaigns. It worked best for me when people REALLY gave a shit about whether or not their character lived or died. Which, I'm fine with building something up just to have it torn down. That's tragedy, but tragedy can be great drama, and I enjoyed playing it. But some people didn't and idled out when their favorite characters died, and I can't say they were wrong. Not only was their investment gone, I can think of several cases where the campaign was lesser without that character. Not that player. That character. In persistent environments, relationships are what makes this stuff meaningful, and when that's gone it's not easily replaced.
I want to hook onto this because this is something that I thought long and hard about when pulling my game system together.
See, TGG was fun because it was fast-paced, and there was a high chance of death. It made success feel more successful. I get that. But what if death was optional? What if the point was to win or lose a battle, with consequences based on the win or loss, rather than death? What if the risk were more "global"?
On RfK, if you lost a political gamble, you didn't necessarily die. You probably owed some favors and were constantly worried about getting killed. But you were still in the game, and could claw your way back up. So, you lost the battle, but you don't lose your investment (entirely).
Envision a Battletech game, where the worst that happened was that you get taken out of a battle because your 'Mech shuts down. If you're trying to prevent the Clans from taking the capital of your planet, well, son, you just lost, so the chances are greater that the Clans will win. And if the Clan wins, well -- game over. Or maybe you move to a different planet. But the game's history changes, and you were a part of it -- on the losing side.
Maybe next time you win.
That's the sort of game I want to build.