


But about how your character feels about the world around them and people within. It was what I had been searching for in a fantasy RPG: a game where it’s not about how big your numbers are or the modifiers on your special sword. When I joined the playtest for this RPG, I had such fun even in it’s beta stage. A game that damn near bakes it into every mechanic. A game that makes it an imperative of the message within. While nearly every RPG can be used to achieve this goal of a complex and nuanced villain, I’ve yet to meet one that incentives it. Like the saying goes: People contain multitudes. People in real life, no matter how detestable and wretched, are rarely as binary in “100% good or bad”. An enemy who has motivations, internal strife/virtues and a personality that makes you feel so many conflicting emotions about them. Sometimes you want an enemy you can empathize with. But, sometimes you don’t want a compilation of stats and HP. Video games wouldn’t have made an entire industry and genre on the concept if it didn’t work. Strategizing and planning to surpass the foe in front of you so you can get what you want. A challenge can be enough of a motivation for fun. “You must get past me to receive more story.”Īnd there’s no harm in that, on the surface at least. It often treats opponents in the game as a roadblock, similar to video games. The concept of getting in your hits and hoping to all hope that it’s more harm than the opponent gets in.

Oftentimes in combat within tabletop roleplaying games, the dealing of damage and conservation of health points seems to be all that matters.
