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Adventure Time TTRPG Drops "Yes And" System, Switches To 5E
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<blockquote data-quote="MuhVerisimilitude" data-source="post: 9205674" data-attributes="member: 7042567"><p>Just adding a slight clarification here as I'm in a bit of a rush I'll try and be quick.</p><p></p><p>When I talked about suboptimal play I am not at all talking about characters being built suboptimally deliberately. That happens all the time. I'm talking about characters being <em>played</em> suboptimally. Things like players making deliberately bad choices even in combat, even when it might cause a TPK. Things like starting a fight with the city guards, insulting the king during an audience, in the middle of combat chose to open an interesting door, going <em>off track</em> during combat to explore elsewhere, triggering something that obviously seems like it is a trap, read an obviously cursed book.</p><p></p><p>D&D lends itself to optimal play, because there is always the risk of a TPK, and a TPK ruins the story. It is something that does not happen in Adventure Time.</p><p></p><p>There's a kind of tension between that type of play and D&D, because D&D allows player death so every option taken that is not optimal has a small chance of potentially ruining the entire adventure.</p><p></p><p>This is why comments about Pendleton Ward being inspired by D&D when writing AT stories doesn't really matter. Because PW is writing this as a story and not a game. There is no risk of Finn dying because Jake accidentally triggers a trap when he picks up a legendary sandwich someone dropped on an altar.</p><p></p><p>The fact that it's a story allows the writers to shield the characters from bad consequences of stupid actions, yet in AT everyone does stupid things alll the time! So there's a tension here between the story (do stupid things) and the game (survive).</p><p></p><p>Optimal play would be to avoid doing stupid things, because doing that minimises risk of death.</p></blockquote><p></p>
[QUOTE="MuhVerisimilitude, post: 9205674, member: 7042567"] Just adding a slight clarification here as I'm in a bit of a rush I'll try and be quick. When I talked about suboptimal play I am not at all talking about characters being built suboptimally deliberately. That happens all the time. I'm talking about characters being [I]played[/I] suboptimally. Things like players making deliberately bad choices even in combat, even when it might cause a TPK. Things like starting a fight with the city guards, insulting the king during an audience, in the middle of combat chose to open an interesting door, going [I]off track[/I] during combat to explore elsewhere, triggering something that obviously seems like it is a trap, read an obviously cursed book. D&D lends itself to optimal play, because there is always the risk of a TPK, and a TPK ruins the story. It is something that does not happen in Adventure Time. There's a kind of tension between that type of play and D&D, because D&D allows player death so every option taken that is not optimal has a small chance of potentially ruining the entire adventure. This is why comments about Pendleton Ward being inspired by D&D when writing AT stories doesn't really matter. Because PW is writing this as a story and not a game. There is no risk of Finn dying because Jake accidentally triggers a trap when he picks up a legendary sandwich someone dropped on an altar. The fact that it's a story allows the writers to shield the characters from bad consequences of stupid actions, yet in AT everyone does stupid things alll the time! So there's a tension here between the story (do stupid things) and the game (survive). Optimal play would be to avoid doing stupid things, because doing that minimises risk of death. [/QUOTE]
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Adventure Time TTRPG Drops "Yes And" System, Switches To 5E
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