@Misadventure said in Is MU* RP slanted towards player success?:
My perception is I have played on a lot of MU's where death was the zero HP option for combat, yet that doesn't seem to be the goal, so what else could game designers do with the topic, and would MU* RP work with whatever this new approach was?
I don't know the specific games you speak of, so I can only speculate. But some players/GMs like the illusion of risk. Like how many TV shows want you to believe the characters are in peril even though deep down you know that they're most likely going to win.
Of course, just like some shows are known for killing off main characters at the drop of a hat (ala Game of Thrones), so are some games. There you really can lose your characters, and that risk is a feature. Some players love that level of stakes.
@Misadventure said in Is MU* RP slanted towards player success?:
If saying zeroing out some resource (health, willpower, patience, public support, whatever) is the better choice that death or complete failure, why aren't MU*s explicit about that goal?
MUs (along with most RPGs and media) are often geared towards the main characters being Big Darn Heroes. The goal is that they struggle but eventually win, and in doing so gain something (fame, glory, skill, loot... depends on the game). Zeroing out resources isn't in line with that goal any more than death is.
You could certainly design a game with depleting resources, though, and some have. Shadowrun has an expendable karma pool; WoD has expendable Willpower; etc.
@Misadventure said in Is MU* RP slanted towards player success?:
What happens when you "lose" in FS3?
FS3 is just a system. "Lose" is more of a story effect. The worst the combat system does is a "knockout". What that means is open to interpretation (your fighter plane is disabled, or your PC is unconscious, subdued, or otherwise unable to continue the fight), but it's all in support of the story.
@Ganymede said in Is MU* RP slanted towards player success?:
I think what you mean to say is that FS3 was designed with awesomeness in mind and that is why it is awesome in what it does because it is awesome.
Daww. 🙂