rapanui at [unixtime wrote:1202883718[/unixtime]]Manxome, yours is the best explanation of what I'm getting at.
However, if we go back to my original post, you'll note I never said it was irreconcilable, I just said there was a contradiction.
I don't see a contradiction. I don't see any place where the game is trying to do two incompatible things or pursuing two opposed goals. All I can see that we've established is a flawed execution of a perfectly consistent, rational idea.
You said the contradiction was that the game was presented as a skill test and is not. Everyone else in this thread seems to be in agreement that it
is a skill test, and that it is
supposed to be a skill test, and the only reason that the skill tests end up getting overruled is because the rules don't always accomplish what they're supposed to do, not because there aren't supposed to be skill-based rules governing the outcomes.
Ideally, you have skill-tests that generate different possible results within boundaries that the players find acceptable. When the actual boundaries don't align with the desired boundaries, you need corrective measures. That indicates a flaw, but not a contradiction.
RandomCasualty at [unixtime wrote:1202901330[/unixtime]]The main reason I feel the problem is unsolvable is because you want effectively the PCs to behave as though a different set of rules applied. Even though Rambo can't die, you don't want him just walking in the center of the enemy base and letting them fire on him like he was the Terminator or something. You still want him to use cover and otherwise make it appear as though he could die.
When PCs know it's written in the rules that they have invulnerability, then you'll get them doing stupid stuff, and you basically don't want that.
Seems like that could potentially be solved by using rules that say that the players can't die, but only as long as they're acting like they can. That's potentially kind of complicated to execute, but saying that deliberately suicidal actions negate your invulnerability seems reasonable to me.
I seem to recall some thread on this forum in which someone suggested that heroes could be invulnerable to mooks (at least temporarily) as long as they're taking some symbolic action to protect themselves, like holding up a shield, executing fancy dodge moves, turning invisible, etc. I no longer have any idea who said it or in what context, but it seems like a useful idea.
The other key distinction to make here is that just because you can't
die doesn't mean you can't "lose." There should still be consequences for failure, they're just not consequences that violate the accepted conventions.
rapanui at [unixtime wrote:1202883718[/unixtime]]Arkham Horror looks awesome. I have seen it for sale on the net and in a local hobby store, but never picked it up. I'm going to give it a shot because it sounds like by-and-large it tackles what I'm now christening "The K Dillema" head on and produces memorable results.
I recommend Arkham Horror, but only to fairly hardcore gamers. It has a lot of rules and takes a long time to play.
I also feel compelled to mention my board game,
Darkest Night, which I think has a similar feel to Arkham Horror, but has fewer rules and a shorter playing time. If you want to try it, you have to print your own set, but other than that it's free.