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Originally Posted by WillyPete
Tim, I won't go into the whole 'Forbush Man versus Galactus' thing, other than to say, again, that I don't need to pay money for rules that don't handle the situations I need to resolve, and I don't usually need a 'Game System' to resolve things like 'Marital Stress'...
Isn't that what the Roleplaying part is all about?].
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Well but your misreading something here--the game doesn't make it a point to resolve that. Though, frankly most role-players I've known could use more support on handling social situations within a game (not necessarily IRL, just "how do you run a romance" in a game is damn useful if the advice is good). I know that's why Blue Rose bothered me because I can handle combat interactions, magic, etc without pages and pages of rules, but I want some support on how to create, believable, workable, romantic triangles that make players lives fun. I've done it, but it was shooting from the hip the whole way.)
However it isn't what T&J does--what it does is create situations where the hero has those issues come up in play, NOT necessarily, resolving them in detail. Just that a hit to physicist attribute in my game triggered a future plot--the nuclear core, NOT that it told me to put that specific thing in, or that I should resolve it a particular way---just that it created an oppurtunity to challenge a hero with that particular trait.
So yes that is IMHO what role-playing is about--but how do you insert such oppurtunities to put maritcal issues/stress in a game? Just throw it at random? Plan carefully? This is a way for a player to without hogging the "screen time" to introduce such things themselves, without making the game to "lets discuss your issues" kinda gaming. (Mind you nothing is wrong with planning or random but I am all about players getting in game reasons to add things they want to crop up in games without it being too absurd, like Adventures Inspiration, only build into the central resolution of combat!)