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I have a fondness for the Margaret Weiss Cortex system which the Supernatural and Firefly RPGs utilized. (it hit my sweet spot of combat vs narrative focus)

Cortex was too abstract for me, and very heavily a narrative game. Any system that says "You failed, talk about what happened instead" when you blow a roll instead of specifying consequences in at least a general sense isn't really system, its a framework for theater majors a la PbtA; it even uses as a base mechanic "2d6 with advantage or extra disadvantage" like PbtA, the difference is everything is opposed.
(also I have opinions about how they offer dice-scaling for showing improvements but that only increases your degree of success not raising your floor for failure)

But I also get that game is designed more about a framework of pretending to play out an episode of your favorite TV or movies, so character death isn't supposed to really be "a thing" unless everyone wants it to be a part of the story at critical moment. And if that's your thing, good for you, but no my jam.

I also get the 'core' system is super basic and designed for extension, and you could probably add more crunch then "You lost your roll, talk about how that makes you feel"
 
Cortex was too abstract for me, and very heavily a narrative game. Any system that says "You failed, talk about what happened instead" when you blow a roll instead of specifying consequences in at least a general sense isn't really system, its a framework for theater majors a la PbtA; it even uses as a base mechanic "2d6 with advantage or extra disadvantage" like PbtA, the difference is everything is opposed.
(also I have opinions about how they offer dice-scaling for showing improvements but that only increases your degree of success not raising your floor for failure)

But I also get that game is designed more about a framework of pretending to play out an episode of your favorite TV or movies, so character death isn't supposed to really be "a thing" unless everyone wants it to be a part of the story at critical moment. And if that's your thing, good for you, but no my jam.

I also get the 'core' system is super basic and designed for extension, and you could probably add more crunch then "You lost your roll, talk about how that makes you feel"
I never got around to checking out the later Cortex system save what was in the Firefly books.

There was originally what I call the 1.0 which was the original serenity game and that was much more loose and more "suggestions." The Supernatural set i like to call 1.5 as it had more structure without getting bogged down in spreadsheets. The later full Cortext rulebook and Firefly edition I like to call 2.0. It's been awhile since I've looked at those, but they leaned more into structure. Biggest change by far is that once upon a time you added up your entire dice pool for a result. In 2.0 it's just always the 2 highest results. So in some ways it does raise your floor of failure unless you're somehow unlucky enough to roll all 1's on like 4-6 dice.

As for character death in RPGs, I think it can be overrated as a measure. If someone's acting foolish yeah the GM should be able to punish them, but if I wanted a dark souls challenge - why wouldn't I go play dark souls? RPGs should offer stuff more like the old PC adventure games. Sure you might not die, but maybe a quest-vital NPC did. Then again you could always say the challenge was to earn gas money for your spaceship, and failing that you will now drift and starve to death in the Black.

Don't get me wrong, i can appreciate something like Traveler to an extent. It would be hilarious for a game day. But if I'm going to invest weeks or months at a time into an activity, why would I want an endless series of frustrations and endless death? I get that plenty at my day job trying to deal with Microsoft.
 
As for character death in RPGs, I think it can be overrated as a measure. If someone's acting foolish yeah the GM should be able to punish them, but if I wanted a dark souls challenge - why wouldn't I go play dark souls? RPGs should offer stuff more like the old PC adventure games. Sure you might not die, but maybe a quest-vital NPC did. Then again you could always say the challenge was to earn gas money for your spaceship, and failing that you will now drift and starve to death in the Black.
Some genres would feel rather pointless without the possibility of character death. I'm not even talking about mudfarming "low fantasy" like some OSR-tards claim they want to play. Cyberpunk settings, for example, lose all their edge if it's difficult for characters to die. Same with the 40K RPGs: Deathwatch is a fun romp but it's a game that has to implement mechanics to encourage players to risk death for glory and honor because its characters are so tanky compared to its sister games. Hell, the World of Darkness games tend to make player characters fairly easy to kill (even Werewolves, if they're going up against other supernatural monsters) because despite their vaunted "personal horror" taglines, no amount of in-character events will affect a player more than the meta element of losing their character.

Unless the theme of the game requires player characters to not die (or to not die easily), such as more cartoony or idealistic settings, or just plain ol' superhero-tier high fantasy,
the threat of death should always be imminent in dangerous situations. It is, in many ways, an incentive to roleplay. If you know an upcoming combat could kill you (because RPGs are games of luck rather than mechanical skill), you're going to try to stack the fight in your favor as much as you can, or try to bypass it socially or by using the environment to your advantage. That's not something you can (usually) do in soulslikes since the purpose of these games is to fight bosses using mechanical skill.
 
There was originally what I call the 1.0 which was the original serenity game and that was much more loose and more "suggestions." The Supernatural set i like to call 1.5 as it had more structure without getting bogged down in spreadsheets. The later full Cortext rulebook and Firefly edition I like to call 2.0. It's been awhile since I've looked at those, but they leaned more into structure. Biggest change by far is that once upon a time you added up your entire dice pool for a result. In 2.0 it's just always the 2 highest results. So in some ways it does raise your floor of failure unless you're somehow unlucky enough to roll all 1's on like 4-6 dice.
The current base rules say you can increase your die size (default rules include getting to roll d20s) but (base) its still roll UPTO three dice and take the highest two. Which mean if the dice gods hate you your floor is 2, just your success ceiling is raised. Like I said, I understand the system is flexible and you can do what you want but when a consequences of failed challenge is for the attemptor to "Talk about what happened instead" that's a narrative game son. The dice didn't even need to be there.

As for character death in RPGs, I think it can be overrated as a measure. If someone's acting foolish yeah the GM should be able to punish them, but if I wanted a dark souls challenge - why wouldn't I go play dark souls? RPGs should offer stuff more like the old PC adventure games. Sure you might not die, but maybe a quest-vital NPC did. Then again you could always say the challenge was to earn gas money for your spaceship, and failing that you will now drift and starve to death in the Black.
I guess its maybe more accurate to say "removal of a character from the game"/abject failure. The traditional metric for "Consequences for failure" is hitpoints of some variation. There some heist game sort of in the nature of Payday where there was a "case" phase and a "robbery" phase (and another phase before the case and an "escape" phase after, before the wrap up) and if you blew your cover-points in the case phase you just had to sit out and wait for the robbery phase. So you were "dead" but not dead-dead. (in the Robbery phase you were just caught by the cops not dead-dead and your team had to decide if they were going to rescue you in the escape phase) it was a need idea but effectively just a narrative game.

Nigh unkillable characters is one of the biggest issues with PbtA as well, but except in the most shittily written Tranny spinoffs there's usually some handling for characters being removed from play. Cortex as written, its up to the player who failed to describe how they didn't succeed.

Again, I get how if you get a bunch of Whedonites together to pretend you got another season and everyone's on board with how that should go, its fine. But if there's no real risk, what's the point of rolling the dice in the first place? The dice don't really need to be present in Cortex RAW.

If I wanted to write a Firefly fanfic I'd just write Firefly fanfiction.

Don't get me wrong, i can appreciate something like Traveler to an extent. It would be hilarious for a game day. But if I'm going to invest weeks or months at a time into an activity, why would I want an endless series of frustrations and endless death? I get that plenty at my day job trying to deal with Microsoft.
The lethality of even B/X stuff is really over blown unless everyone is a massive retard. 10 foot poles and hirelings exist for a reason.
 

Elon Musk Calls for Wizards of the Coast to "Burn in Hell" Over Making of Original D&D Passages


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Elon Musk, the owner of the app formerly known as Twitter, is calling on Wizards of the Coast and its parent company Hasbro to "burn in hell" for the publication of Making of Original Dungeons & Dragons. On November 21st, former gaming executive turned culture warrior Mark Hern posted several passages from Making of Original Dungeons & Dragons on Twitter, criticizing the book for providing context about some of the misogyny and cultural insensitivity found in early rulebooks. These passages were pulled from the foreword written by Jon Peterson, one of the foremost historians about Dungeons & Dragons and who also collaborated with Wizards of the Coast on the book. Hern stated that these passages, along with the release of the new 2024 Player's Handbook and Dungeon Master's Guide for D&D's "40th anniversary" (it is actually D&D's 50th anniversary) both "erased and slandered" Gary Gygax and other creators of Dungeons & Dragons.

In response, Musk wrote "Nobody, and I mean nobody, gets to trash E. Gary Gygax and the geniuses who created Dungeons & Dragons. What the [naughty word] is wrong with Hasbro and WoTC?? May they burn in hell." Musk had played Dungeons & Dragons at some point in his youth, but it's unclear when the last time he ever played the game.

Nobody, and I mean nobody, gets to trash E. Gary Gygax and the geniuses who created Dungeons & Dragons. What the [xxxx] is wrong with Hasbro and WoTC?? May they burn in hell.
- Elon Musk

Notably, Making of Original Dungeons & Dragons contains countless correspondences and letters written by both Gygax and Dave Arneson, including annotated copies of early D&D rulesets. Most early D&D rules supplements as well as early Dragon magazines are also found in the book. It seems odd to contain one of the most extensive compliations of Gygax's work an "erasure," but it's unclear whether Hern or Musk actually read the book given the incorrect information about the anniversary.

Additionally, Gygax and Arneson are both credited in the 2024 Player's Handbook and Dungeon Master's Guide. The exact credit reads: "Building on the original game created by Gary Gygax and Dave Arneson and then developed by many others over the past 50 years." Wizards of the Coast also regularly collaborates with Gygax's youngest son Luke and is a participant at Gary Con, a convention held in Gygax's honor. The opening paragraph of the 2024 Player's Handbook is written by Jeremy Crawford and specifically lauds both Gygax and Arneson for making Dungeons & Dragons and contains an anecdote about Crawford meeting Gygax.

Musk has increasingly leaned into culture war controversies in recent years, usually amplifying misinformation to suit his own political agenda.

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Grummz also posted a review of the drama here.
 
Grummz also posted a review of the drama here.
Very nice statement here from Robert Kuntz, a game designer and one of the first people involved with Dungeons and Dragons.

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The anger, frustration and defiance just seeps from the words.
 
Elon Musk, the owner of the app formerly known as Twitter, is calling on Wizards of the Coast and its parent company Hasbro to "burn in hell" for the publication of Making of Original Dungeons & Dragons. On November 21st, former gaming executive turned culture warrior Mark Hern posted several passages from Making of Original Dungeons & Dragons on Twitter, criticizing the book for providing context about some of the misogyny and cultural insensitivity found in early rulebooks. These passages were pulled from the foreword written by Jon Peterson, one of the foremost historians about Dungeons & Dragons and who also collaborated with Wizards of the Coast on the book. Hern stated that these passages, along with the release of the new 2024 Player's Handbook and Dungeon Master's Guide for D&D's "40th anniversary" (it is actually D&D's 50th anniversary) both "erased and slandered" Gary Gygax and other creators of Dungeons & Dragons.
How dare you defend one of your good friends you should just lay over and take our abuse This is why we need to bring back dueling people wouldn't make these character assassinations if they had to defend their opinions with their lives
 
How dare you defend one of your good friends you should just lay over and take our abuse This is why we need to bring back dueling people wouldn't make these character assassinations if they had to defend their opinions with their lives
I don’t think Elon Musk or Gygax were ever friends (and I wager that he would find Musk a bit annoying). That being said, Grummz and Musk are correct, and I’m tired of political extremists trying to paint a highly intelligent, likable, and accepting family man and game designer as a sexist/racist/homophobe or as a satanist out to corrupt our youth.
 
I don’t think Elon Musk or Gygax were ever friends (and I wager that he would find Musk a bit annoying). That being said, Grummz and Musk are correct, and I’m tired of political extremists trying to paint a highly intelligent, likable, and accepting family man and game designer as a sexist/racist/homophobe or as a satanist out to corrupt our youth.
I was talking about rob .
And rob and gygax were 100% good friends actually got to meet gygax I've said it earlier at a convention nice guy I have a signed copy of 2nd edition D&D a sign for me.
I met the creator of shadow one at a convention as well what a prick
 
I don’t think Elon Musk or Gygax were ever friends (and I wager that he would find Musk a bit annoying). That being said, Grummz and Musk are correct, and I’m tired of political extremists trying to paint a highly intelligent, likable, and accepting family man and game designer as a sexist/racist/homophobe or as a satanist out to corrupt our youth.
They need them to be bad so they can excuse their malicious retcons.
 
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