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<blockquote data-quote="pemerton" data-source="post: 7739215" data-attributes="member: 42582"><p>If this is a mind-body thing, I'm not sure I agree with the metaphysics.</p><p></p><p>If it's a claim about the nature of a character, then I disagree - as elaborated below.</p><p></p><p>If my conception of my PC is as strong, and my PC gets defeated in hand-to-hand combat, it turns out I was (to some extent, in some fashion) wrong.</p><p></p><p>If my conception of my PC is as quick, and my PC is outrun, or out-drawn, it turns out I was (to some extent, in some fashion) wrong.</p><p></p><p>If my conception of my PC is as brave and resolute, and my PC is in fact cowed, then it turns out I was (to some extent, in some fashion) wrong.</p><p></p><p>All these things can happen, in various ways, in various RPGs. In Classic Traveller, for instance, PCs are subject to the morale rules. From the point of view of <em>my authorship of my PC as an element in a ficiton</em>, bravery is not more special than strength or speed.</p><p></p><p>This seems like a separate point. Why would the GM "need" a PC to behave a certain way?</p><p></p><p>When the players in my Traveller game make a morale check for their PCs; or when the players in my Burning Wheel game make steel checks for their PCs; it's not because anyone <em>needs</em> them to act a certain way. It's because the game puts their bravery into play in the same way that it puts other aspects of their nature and personality into play.</p><p></p><p>And in any event, none of this has any bearing on my point that you can't use the Captain America example - ie one person not being swayed by Loki - to prove that social mechanics don't work. All that proves is that social mechanics (like explosion mechanics, encumbrance mechanices, wealth mechanics, etc) need to take account of the character in some fashion (a dragon should be harder to blow up than a goblin; a giant should be able to carry more than a human child; a wealthy character should be able to afford more nights of revelry than a poor one; Captain America should be harder to intimidate than an ordinary person).</p></blockquote><p></p>
[QUOTE="pemerton, post: 7739215, member: 42582"] If this is a mind-body thing, I'm not sure I agree with the metaphysics. If it's a claim about the nature of a character, then I disagree - as elaborated below. If my conception of my PC is as strong, and my PC gets defeated in hand-to-hand combat, it turns out I was (to some extent, in some fashion) wrong. If my conception of my PC is as quick, and my PC is outrun, or out-drawn, it turns out I was (to some extent, in some fashion) wrong. If my conception of my PC is as brave and resolute, and my PC is in fact cowed, then it turns out I was (to some extent, in some fashion) wrong. All these things can happen, in various ways, in various RPGs. In Classic Traveller, for instance, PCs are subject to the morale rules. From the point of view of [I]my authorship of my PC as an element in a ficiton[/I], bravery is not more special than strength or speed. This seems like a separate point. Why would the GM "need" a PC to behave a certain way? When the players in my Traveller game make a morale check for their PCs; or when the players in my Burning Wheel game make steel checks for their PCs; it's not because anyone [i]needs[/I] them to act a certain way. It's because the game puts their bravery into play in the same way that it puts other aspects of their nature and personality into play. And in any event, none of this has any bearing on my point that you can't use the Captain America example - ie one person not being swayed by Loki - to prove that social mechanics don't work. All that proves is that social mechanics (like explosion mechanics, encumbrance mechanices, wealth mechanics, etc) need to take account of the character in some fashion (a dragon should be harder to blow up than a goblin; a giant should be able to carry more than a human child; a wealthy character should be able to afford more nights of revelry than a poor one; Captain America should be harder to intimidate than an ordinary person). [/QUOTE]
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