Ten bucks says the first group hasn't had a single character die in the whole campaign, and the second group is all on their second characters due to the Sybian Incident
Yeah, if anything, they're MORE important in a gritty game with death and racism. The further a campaign is likely to go, the more you need to know what's "too far".
Because they're valuable whether you're doing sexy romance or gritty realism or something else entirely. They don't factor in with the "various styles of play are all equally valid" conversation.
There's "everything goes exactly as planned until one player derails the whole session unhindered by rolls or turns" rules-light and "let things flow more naturally and allow things outside the rules if everyone thinks they add to the story" rules-light though...
Personally I much prefer the presence of rules which can be followed if convenient or desired, or ignored if you'd rather, but it is also equally valid to want to do collaborative storytelling/investigation without being derailed by bad rolls, I just know that dealing with setbacks and things not going to plan (which is different to things not succeeding in a pre-planned manner, but again equally valid, along with everything going well if you'd rather) is probably my favourite part
I want the first one but with high magic. Do you know how compelling the story can be when you're fighting racist oppressors who have access to 'Wish'?
I'm the opposite, I want romance, character death, low magic, a later era (1700s theming more than 800s), safety tools out the wazoo and in-game bigotry that my party can rebel against.
It's way to avoid a lot of rpg horro stories the classical one include
Clear description of the game (which is done in this comic) properly managing expectations is already great
Line and veil, in the sense writing done theme that you don't want at the table, and themes which can be present but not in plain sight for example most people do close the door when having sex, so let's do the same in tabletop no need to go further than the bard joined the elf in their room, and what happened behind closed door stay behind closed door
X card, which is a kind of last ressort measure and allows anyone to stop a scene going to far
Then, some people push further and added way to modulate the intensity of a scene, like asking for more or less depending on how you feel. Being at the verge of tears after a consented intense scene can be one of your best RPG memory ever but being at the verge of tear after feeling like another player assaulted you, can be a horror story, and the difference is just about Accepting it
safety tools: oh-oh the dragon slipped and impaled itself on your spear which you did not know was actually +10 and guaranteed critical against dragons
I don't want "lots of the safety tools". I want something useful and effective, not just heaping a whole bunch on and assuming more is better.
Honestly, you only need three at most: a way to set limits beforehand, a way to calibrate during and a safe word for when it goes wrong. Thats not "lots"
From my limited understanding of the English language, the comma before the and makes it so that the "lots" refers to the intergroup romance, not the safety tools. I think.