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6/29/2025, 1:48:23 AM
>>95973875
>So is the campaign about how to survive the wilderness, hunting beaver and climbing trees? No high adventure? No stories, no main goal in mind? Wow, geez that's fun.
This is venal and reductive. You can in fact tell stories that involve survival scenarios, and have survival be a part of the gameplay. If your goal is, for instance, to recover the Idol of Kalimtat in the Lost City of Angkarwad, making it through the Kampuchean Jungles will be a significant part of accomplishing that goal, and more importantly, part of the style-of-play of an indiana jones/tomb raider/uncharted type of game. You're trying to establish a false dichotomy to imply that playing with the wilderness adventure/survival rules is somehow contrary to having an actual narrative and story. That's been the consistent theme in your posts, trying to imply that using the rules is in opposition to "telling a story". I'm not the other poster, but you seem not to understand why people enjoy these types of games or why these rules exist in the first place, seeing them only as a detriment. The risk of things going wrong, the need to manage resources and plan ahead, the balancing act of pressing on versus taking it careful, the experience of actually being in a hazardous, hostile wilderness where your ability to source clean water and avoid disease are actually crucial to success. If everything is just fiat that you brush over in a few descriptive travel posts, you don't actually get that vibe, you don't get that style-of-play. It's fun, you might enjoy it if you tried it sometime!
>So is the campaign about how to survive the wilderness, hunting beaver and climbing trees? No high adventure? No stories, no main goal in mind? Wow, geez that's fun.
This is venal and reductive. You can in fact tell stories that involve survival scenarios, and have survival be a part of the gameplay. If your goal is, for instance, to recover the Idol of Kalimtat in the Lost City of Angkarwad, making it through the Kampuchean Jungles will be a significant part of accomplishing that goal, and more importantly, part of the style-of-play of an indiana jones/tomb raider/uncharted type of game. You're trying to establish a false dichotomy to imply that playing with the wilderness adventure/survival rules is somehow contrary to having an actual narrative and story. That's been the consistent theme in your posts, trying to imply that using the rules is in opposition to "telling a story". I'm not the other poster, but you seem not to understand why people enjoy these types of games or why these rules exist in the first place, seeing them only as a detriment. The risk of things going wrong, the need to manage resources and plan ahead, the balancing act of pressing on versus taking it careful, the experience of actually being in a hazardous, hostile wilderness where your ability to source clean water and avoid disease are actually crucial to success. If everything is just fiat that you brush over in a few descriptive travel posts, you don't actually get that vibe, you don't get that style-of-play. It's fun, you might enjoy it if you tried it sometime!
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