@Ganymede said in Where's your RP at?:
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).
I think this is 100% the right track.
Because TGG was designed to more or less follow actual history (we could not kill Hitler), @EUBanana kept the stakes small-scale. Your squad was just one little part of the evac from Dunkirk, or Winter War in Finland, or any number of battles in WW1, but your individual actions mattered a hell of a lot. You could save your buddy! Or you could stumble into an enemy and get your buddy killed! You could win and lose grid-space 'territory' in what was meant to misrepresent a little section of the larger war effort.
I think you're right that it wasn't the risk that made it bracing, it was the meaningful stakes which that risk represented. I guess this circles back to investment (if you don't care about your buddy, you will not be invested in a scene in which he lives or dies). I definitely think there are other ways to create that than just a high body count (I find the idea pretty damn interesting).