@NautArch I'm not gonna weigh in on the specific mainsite Q, it's working in a playspace I won't pretend to really understand anymore. But the conversation has me thinking about the concept of consequences, risks, and un-take-back-able choices, and why and how we value them.
In particular, something I run into a lot that I'm trying to unlearn for myself, is that consequences don't have to be negative, or even risky, to feel good. At its core a consequence in a game is about making a choice feel significant, acknowledging "you did a thing" and saying it matters.
A consequence can be a lateral change, like swapping out one stunt for another; or a flat-out benefit, like an extra social contact that gives you expanded narrative options.
One way to make a choice feel significant is to make it irreversible, and that's especially tempting in D&D-like games where unchanging builds are the default. For myself, I found that forcing players to eat their metagame mistakes isn't very satisfying. It makes people more timid and conservative in their game choices, less likely to swing for the big exciting choices.
@Trish My tables used half+1 HP for 3.0/3.5 just to avoid the crazy swings, especially at lower levels
@BESW Yeah, in my tables it was "If you're an optimizer trying who would just have found a better way to optimize or want to do something now at this level because you coldn''t before", nah, but if it was "Your character you made isn't effective at all, we can fix it", then definitely. Of course, part of that was because 3 of the players were hardcore PF1 optimizers, 1 wasn't but took some advice from one of them, and 1 was an idiot :)
And while I love PF1, the delta between a fully optimized character and a randomly built one is...yeah. The sad thing is, if people who didn't know what they were doing just stuck in a single base class and took some of the base good options, that was a perfectly viable (If not optimized) build, it was people who used all the custom nifty tools in bad ways that ended up unplayable
Yeah, that's something I appreciated about 4e; they labelled the "for experts only" track very clearly and outside of that the difference between floor and ceiling was pretty minimal unless you went way out of your way (except for Seeker, that was just a mistake).
And then we moved into games like Fate where that entire way of thinking about character design just didn't apply at all, and it was such a relief.
Because I have no problem with people optimising for goals --my group's optimisers were mostly quite good about recognizing that individual hyperagency was only "necessary" if you didn't trust your group and GM, so they built for other kinds of goals-- but I've never had a group where everybody at the table was equally invested in the out-of-play minigame that is D&D-style character building.
DFRPG was my group's introduction to Fate, and it was a good gateway because all of the subsystems and a-la-carte options make it feel more familiar, but it's a lot crunchier and fiddlier than I'm interested in now. We mostly used it because at the time a lot of the group was reading the Dresden Files books and that helped with the buy-in to overcome the inertia of switching systems for the first time.
Yeah, its a a specific gaming style that isn't to everyone's taste. I was optimized for crazy stupid knowledge stuff as a lore oracle, was making dc 50+s at level 10 or so
(It's actually not a very good setting for Fate, once you lift above the street level of setting. And I became disillusioned with the storytelling style after a while.)
The thing about Fate is, it's designed around the idea that PCs' choices can have major world-shaking impacts. The status quo is not sacrosanct; Fate PCs are proactive, competent, and dramatic people who tend to break stuff in big ways.
And once you get very far into the DF lore, you realize that's a terrifying disconnect with the way the stories are structured. Dresden looks like a move-fast-and-break-stuff character, but it only works because the author is constantly pulling punches on how far Dresden's choices send ripples through the status quo.
The whole setting is balanced on a knife's edge that would be less interesting if it tipped irretrievably either way, but Fate's built on the assumption that breaking status quos is more interesting.
There's other Fate games that are a better fit for the kind of story told in the early DF books. Your "Local Werewolf Nerds" kind of thing, or something more like InCryptid or PC Grant. My group's big long campaign used Atomic Robo as our baseline and brought in a lot of other influences to make a sort of Weird Stuff urban science fantasy mashup.
There's not an RPG specifically for it, but Fate would be high on my list of systems to use (there's a few other options like Monster of the Week, too, but a lot of them use PbtA I don't vibe with PbtA very much). Fate's got a lot of similar material ready to implement and a good engine for just making the rest work without a lot of backend effort.
I listed InCryptid and PC Grant as examples of the sort of stories that are in the same realm as Dresden Files but more aligned with Fate-like play values.
Honestly for InCryptid I'd probably use a really stripped-down version of Fate, maybe even something skill-less like Three Rocketeers or Fate of the TMNT. Character proficiency and agency in InCryptid doesn't really map to action-specific skills or stunts so much as background/relationship qualities.
In skill-less Fate your character has character aspects like normal, but no skills or approaches. Instead you modify rolls based on how many of your character aspects make sense to be helpful for the situation.
ttfn
I go back and forth on whether PC Grant would be a good Fate game. I think it'd have to do something innovative with magic. But it would probably also be really good at, instead of "changing the status quo," capturing the PC Grant feeling of "constantly learning the status quo was never what we assumed it to be."
If a PC is at wounded 3 and is brought to 0 HP, they fall unconscious and gain dying 4. Most PCs die when they reach dying 4, so the player would like to avoid this by spending all of their hero points.
The hero point rules say that you can (emphasis added)
[s]pend all your Hero Points (minimum...
As it reads in TCE 17,
Any creature that takes lightning damage
from your Lightning Launcher glimmers with
magical light until the start of your next turn. The
glimmering creature sheds dim light in a 5-foot radius,
and it has disadvantage on attack rolls against
you, as the light jolts it if it...
I have read a couple. *Death Masks* and *Dead Beat* I read a lot of "hard boiled" detective novels as I was growing up, so the tone is a nice bit of nostalgia. Some day I'll read the first few books.
@BESW Also why I didn't answer the mainsite question. But yes - consequences are not inherently negative, they are just the result of a decision. It's the decision itself, the game, the world, the environment, and the table that helps guide what the consequence will be in any given situation.
@NautArch Some things to keep in mind: 1) If you flag a comment, our choices are (edit the comment)/(delete the comment)/(decline the flag)/(decline the flag but also delete the comment). None of those come with the "enter a custom message to the flagger" capability that we have for flags on questions/answers. 2) Commenting on an answer to expand on an aspect of it is not the same as answering in comments.
@ObliviousSage I explained in my flag comment exactly what it made it answer - which is what made the other answer an answer.
It is literally exactly the same thing.
As I said in my comment: "It highlights an aspect of the spell that OP missed (like the duration...which is an answer) and then summarizes with their thesis for an answer: use the right tool in the right situation (lightning vs radiant.) This should be removed."
That's an answer, not a comment or a clarification.
If someone had put the top answer in as a comment, i'd have flagged that, too. And I'd hope that you'd have removed that, too. It's a good answer!
As is the comment under debate.
Also, the flag isn't a comment on answer, it's a comment on a question.
I agree, a comment expanding on an answer isn't answering comments - but that's not what's going on here, so i'm confused as to why you bring that up.
Speaking of urban fantasy/supernatural... has anyone watched Lockwood & Co? I really enjoyed it, some interesting worldbuilding. A friend has read some of the books & said the TV show changes some things but makes it better.