Uh oh, Silva likes something, that's not a good start...silva wrote:... about Leverage RPG. It sounds oretty neat...
Hmmm... The entire concept seems flawed at some fundamental level I can't quite put my finger on what it is... no wait... it's totally fucking obvious.If you finish with 0 beats, you choose between getting what you want and getting out safely... If you complete the task and still have beats left, then you get what you want, and get out safely.
Aside from it being a big pile of fairy tea party...
There is at the most basic fundamental level no way to ever involuntarily fail. There are no COSTS to failing, because "fail without cost" is always a voluntary option. No one ever picks "win with a cost" since in context of the available outcomes that may as well read "lose" (which isn't ever actually an option itself). And everything forever is either "Win now or wait to win later at no cost".
I'm firmly in the camp of disliking failure states in RPGs and insisting that failure costs should be low and avoid being punitive. But the idea as described is a big pile of wasted time that lacks sufficient failure outcomes. It is like someone literally wrote the game of the strawman that "I luv permadeath" assholes throw at people who want RPGs to be a less punitive more fun experience.