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Soulsborne mechanics

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Thread replies: 7
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/tg/ loves to talk about adapting Dark Souls or Bloodborne to an RPG, but I have a serious question on that front: if you were planning a Souls-esq RPG or campaign, how would you want to handle everything that's NOT the combat?

Videogames can just be walking around and combat with little in between, but tabletop RPG players will expect more. Interacting with NPCs and the environment, having skills other than blasting or stabbing. Because there is more than enough inspiration for the combat, and very little for everything else.

How would you approach that?
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File: Soulhunters.pdf (126KB, 1x1px) Image search: [Google]
Soulhunters.pdf
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>>55393052

This may interest you.
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>>55393319

Yeah, that relevant. Specifically because it just sort of shrugs and waves its hand and says 'don't worry about it'.
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>>55393052
>Because there is more than enough inspiration for the combat, and very little for everything else.

Isn't that kind of the point, at least in DS1? That there's very minimal story up front, but you can seek out NPCs and learn more through interacting with them. Things change and they come and go and change dialogue depending on what decisions you make and there's a lot of implied story.

Why not try to capture that feel? Encourage players to seek out other people and interact with them. Or, they can just kill shit and be very confused later on.
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>>55393431

I don't feel like, in a tabletop game, you as a GM really get to say 'well, you didn't do [THING] in session 4 so I didn't feel the need to tell you the plot of the game, and you never picked up the [BLANK] so you can't get into the final level. Sorry, GG.'

That sort of impartial button and lever machine is acceptable in a static machine, but not in a flesh and blood human running your game. Players are going to expect you to be more flexible than that.
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>>55393487
Okay, I see your point. However, you can still be flexible. The core of your game, the "main story line" isn't locked behind an obscure item you get from saving a particular npc in the second area. Side story and sidequests would be avaliable/unavailable with stuff like that. Also, the games lock that stuff permanently, but you don't have to. You didn't level your pyromancy flame to +25 before getting to Blighttown and speaking to the next merchant in an obscure part of the map? Where the game goes, "Heh, sucks to be you then.", a GM can say, "That's fine, she's just in another area doing something different." Players still have the opportunity to find her. And that's where you can be different while still keeping the tone.
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File: KNIGHT FIGHT.jpg (418KB, 1000x562px) Image search: [Google]
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I think its best if you keep things simple, and the out of combat stuff is more focused on the journey. Make combat be about the usual fare, and everything else being exploration and figuring out this lost civilization you are trapped in the ashes of.
Thread posts: 7
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