Batman Returns is a Christmas film though.
I've never read any of the books, but i tried to watch a playthrough of the RPG as I like the team doing it. Turned it off during character introductions as they were so tedious.
I'm thinking this would scale nicely to any kind of figures. Finally something to do with Gundam models other than putting them on a shelf.
I was once watching an episode of Killing Eve and the iPlayer subtitles of "[SPEAKING KOREAN]" covered up the built-in subtitles of what they were actually saying.
But a system that offers something to a player (experience, narrative advancement, etc) provides less temptation than one where a bad roll can be almost functionally identical to doing nothing at all.
Yeh, I'm maybe misnaming my categories here. More thinking about systems with rigid rules and/or combat focus. A difference between all rolls having interesting outcomes (change in story direction) compared to how effective you are (hitting a target, doing damage, etc).
Obviously a broad generalisation - you can do plenty of narrative forking in D&D. And for other games, contsant downbeats in storytelling can still feel bad. But with heavy combat focus, there's no getting away from the fact that often Big Number (and other mechanical effects) > Small Number.
Ah, I was interpreting it as the classic "which would you rather fight" rather than "who would win". Either way, the ostrich is definitely winning.
This kinda works out to 10 cats vs 1 ostrich. I think I'd pick the cats ...
Same, except it was Varric/Merrill/Aveline because Isabela glitched in my original playthrough, so she wasn't an option. (Fortunately my partner was playing at the same time, so I could just watch her games and not miss out on Isabela.)