cenobyte wrote:The argument has been made that if you take *enough* Trauma (and have a breakdown) or if you take a Symptom, you might be playing a version of your character you didn't intend to play. If you take certain *kinds* of Trauma (from Techniques, specifically), it will alter the way your character *ought* to act. This second scenario is no different from any game wherein one character can affect the mind of another. I've always looked at Trauma as an opportunity. An opportunity to try new directions out with your character...an opportunity to *let* changes happen to your character. I know some people see Trauma as a punishment, and certainly, if you get enough of it, it very well may be. But nobody forces you to play anything; if you choose not to play a Symptom, for instance, you're not only cheating (IMO), but you're a bad roleplayer.
I'll also point out if one reads the rules for Symptoms, they aren't actually nearly as harsh as one might at first think upon hearing stuff described. Even if you do get down to manifesting a Symptom, they're mostly pretty manageable without breaking your character, especially when you consider presumably you're choosing Symptoms that make sense for your character.
Breakdowns are a bit stranger, because Real People Don't Work That Way. If I was playing a human being in KC, I'd probably really dislike the Breakdown rules, especially with how they interact with morality rules. But they're fine for supernaturally driven emotionally fragile creatures like the Fallen - their very nature pushes them towards extremes.
I think Breakdowns are easier to stomach in games where Trauma is both a) harder to get, and b) easier to remove. It seems in Providence Trauma is both given out a lot more frequently, and also seems folks are having a harder time getting rid of it than in most Kingdom Come games I've played in. I do not know if this is a byproduct of a) players having less system mastery(in most of the KC games run in Edmonton, there are usually at least a couple players who've totally games the Secular Actions system and are capable of pulling off several successful Therapies each month), b) there being stylistic differences in how KC is run, or unspoken assumptions about stuff that aren't in the rulebook and thus Jill wouldn't know about, c) the rules have changed to make trauma more severe from previous editions, or d) the rules just aren't properly understood(I know there was definite confusion about immoral therapy, not helped by a cut and paste error in the BRB).
I think the last counterintuitive thing about Trauma is you'd think it'd be harder to get the more you have of it. It'd make sense if it took more stimulus to cause a Severe wound than it does to cause a Surface, for instance. It does seem very possibly for characters to be papercut to death with a series of fairly minor incidents. I guess that is what the one a month rule is supposed to protect against, but there are too many exceptions to it(I think many of the problems could be solved if the one a month rule applied to
all "real"(not infected or temporary) Trauma, period).
But, then, the award for best trauma/sanity system I've ever seen still goes to Unknown Armies, hands down. Ye gods do I adore that madness meters system, because it just seems to make so much sense - easy to work with game wise, and yet still mirrors something of how it intuitively feels to me these things should work. Amusingly, Trent has told me he intensely dislikes the UA Madness Meters system - I believe he thought it was too complicated.
Last edited by Bal on Mon 11 Jan 2010 - 11:09; edited 1 time in total (Reason for editing : Added the bit about trauma scaling)
Tue 3 Aug 2010 - 11:47 by cenobyte
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