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J.A.A. Arnold's avatar

You’ve nailed the fundamental dissonance between narrative gravitas and roll-for-effect. A curse in a story is a story, while in a game it’s often just another box to tick before tea time. Which is perfectly sensible. After all, players tend to object when their characters are cursed with a tragic destiny and have to spend three sessions metaphorically limping through their emotional arc when what they really wanted was to hit things.

But you’re right: a good curse should weigh like ancestral guilt, smell faintly of burning rosemary, and make the cows nervous. It should linger. It should mean something. And most importantly, it should be just unfair enough to be interesting.

Thank you for this piece. It made me think, which is always suspicious.

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E2's avatar

I mean, a curse in RPG terms can be anything you want it to be. Even when playing with book mechanisms, you're not limited to the iteration of spells and items the books provide.

Besides making the actual effect larger than a -1 penalty to whatever rolls, the DM/GM can also just keep the mechanical effect *secret* from the players.

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