Can a game be inherently comfy, even before the input of the GM? How?
By playing in a comfy place.
>>55297543
/thread
>>55297543
I mean the game itself, the setting (if applicable) and the rules behind it.
>>55297640
Ryuutama is pretty damn comfy.
>>55296378
What the heck does this even mean?
>>55296378
Mouseguard is comfy af.
>>55300071
Games have a range of comfort levels. On one side of the scale, you've got games like Survival Horror Sewer Crawls with Plague-Infected Ass-Rapists screeching at you from behind every corner in the middle of winter with a wound system that starts you off bleeding and limping and it only gets worse from there.
On the other hand, you've got Farming sims where your daily routine includes petting sheep, brushing cows, giving flowers to a cute brown-eyed brunette, and drinking hot cocoa while wrapped in a blanket by the fire.
>>55300071
What >>55302791 said.
Games where the stakes tend to be lower and favor roleplaying without lacking an objective. Classic campaigns that still have an element of danger and adventure but that still allow you to rest with your party by the fire without having to be in a constant state of paranoia or spending the downtime brooding with the rest of your edgelord companions.
This is usually achieved by the GM's input, and you can have comfy campaigns in any game if that's your goal, but some games are less likely to be comfy than others. The point of this thread is to find out if there's a reason behind a game's comfort or if it's purely achieved through the GM.
>>55302791
do not take confy as as sinonymous of "safe" or "boring". Twin Peaks (original at least, havent seen the new one) or Agatha Christie novels are high confy levels even though there are killers among the characters.
Is more about the setting being a place that you love and would honestly want to explore, than just forcing the characters to milk a cow once per a session and drink chocolate in-game.
To make a game confy, the setting has to draw you in; then invite the players to make a "space" for them on it; be it phisical like a building a home for the party, or intangible like a "sense of belonging".
>>55296378
You're asking if something can have an inherent subjective state before input from a third party. The answer in all cases is that it cannot on grounds that the property of subjectivity depends on the individual.
I'd say any game with inherent rules regarding a base of operation for the party will always be comfy. Rogue Trader, with huge emphasis on your ship, is the first that springs to mind. Always having a home to go back to, especially in sort of a points of light setting feels comfy as fuck, like hunkering down in a snow or rainstorm.
>>55304446
I was going to give you some flak for spelling comfy wrong, but then you wrote that entire last line and the "sense of belonging" gave me some solid ideas. It can probably be worked in several different ways, where the belonging can stem from the right character being in the right scenario or the player feeling right at home in a setting.
I'm kind of glad I notice tiny mistakes like that. It drew my attention to your post and it was cool as fuck.