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Christopher Barney's avatar

The joy and Despair system in Invisible Sun was the best attempt I’ve seen to mechanically incentivize players to allow their characters to fail and still see that it’s a“Win” for them. It’s great to have a player roll flux, have everything go to Red in a hand basket and hear the player squeal with excitement that they are ‘finally getting a despair” and can advance their character in some way the want. It subverts them and once they try it and see the fun complications they start engineering success and failure in service of the narrative.

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Adam J Goldberg's avatar

If you want players to act suboptimally, which can be enjoyable, you should have a system like mutants and masterminds or fate that gives meta-currency for doing so. That stops the other players from getting mad someone is acting "wrong".

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