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this post was submitted on 27 Nov 2024
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Asklemmy
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I think TTRPGs should be unbalanced. Balance is a construct of games, and the fictional worlds the players will interact with are less immersive when everything is predictably tuned and equal. I think the fiction of a rogue being about as good as a fighter at combat is stupid. I think rust monsters and undead creatures that hurt your stats are way better than dire boars and skeletons who just shoot you with bows. I think that when rocks fall, things should die. These all contribute to the fantasy world seeming more dangerous, more 'real', like a spectral hand isn't shielding you from the worst the world has to offer.
I also recognize this is my dark fantasy bias yapping away
You might be interested in GNS theory. TTRPGS try to do three things at once, be a Game, tell a Narrative, and Simulate a world. Different games will prioritize different aspects, some people want a fair challenge where they build a character according to the rules laid out to face a challenge, other people want everything to serve the story, even if it means fudging mechanics or breaking with realism, and then some people just want the simulation to be as realistic as possible.
Like many things with TTRPGs, it's table dependent and emphasizing any of those elements over the others is totally valid as long as everyone's having fun.
I'm with you. If a world isn't dangerous there's no reason to engage with it critically imho. If you want to grind out tactical combat or explore a power fantasy video games or board games do a better job, what they can't do is appropriately punish or reward you for being clever. Or handle unexpected interactions.
But I'm a minority. I prefer disreputable thieves slinking through an ancient dungeon spinning lies, setting traps, and brokering deals to "I use ability-5, roll my 2 dice, apply bonus modifiers, and kill the challenge appropriate goblin".