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<blockquote data-quote="pemerton" data-source="post: 7741499" data-attributes="member: 42582"><p>Sorry, I wasn't meaning to criticse your choice of words. I just thought you might be interested to know of some examples.</p><p></p><p>I don't have that great a grasp of how it works in Dying Earth, but I <em>think</em> it's similar to HeroQuest revised (both are Robin Laws designs): in circumstances where the flaw would apply, the GM can call for a check against the rating of the flaw, and if the check fails then the normal consequences for failure ensue (eg in HeroQuest this might be a penalty to subsequent uses of the ability that was tested ).</p><p></p><p>Burning Wheel, as well as Will, does have a Steel rating, and the GM can call for Steel checks in appropriate circumstances (eg seeing a grisly murder, trying to assassinate someone, being caught in an ambush, seeing a ghost or demon, etc). If the check fails, the character hesitates.</p><p></p><p>At least some of the concern here seems to be about poor mechanics.</p><p></p><p>And also about the running together of mental states and actions.</p><p></p><p>To mention the latter first: when the sales clerk persuades you to take out the extended warranty, of course you know that you <em>may </em>be being duped. But maybe you're not! You take it out "just in case".</p><p></p><p>In Burning Wheel's duel of wits, or in DitV where a struggle takes place using words and neither party escalates (to fists or guns), then losing the conflict doesn't have to mean that you're persuaded. In Dow it means that you've agreed, and you're (at least) resigned to keeping your promise. In DitV, it might mean that you reluctantly shrug your shoulders and say "OK, have it your way." You don't think they're right - you're just not prepared to keep pressing the point.</p><p></p><p>In DitV, you can see your will to dispute the point weakening, as your number of available dice to commit to the conflict reduces (DitV conflict resolution is by putting forward dice from one's pool, turn by turn, to try and match the opponent). You as a palyer wonder "Can I keep going with this? Am I going to escalate [eg draw a gun, which allows new dice in the pool]? Or let this one go?" Which is what your PC is thinking, too.</p><p></p><p>Personally, I find the idea that my character has an unlimited degree of resolve or social stamina as unrealistic as if s/he could be peppered with arrows yet unfazed. (A superhero game might be different - but then Loki probably wears away resolve at a superheroic rate!)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7741499, member: 42582"] Sorry, I wasn't meaning to criticse your choice of words. I just thought you might be interested to know of some examples. I don't have that great a grasp of how it works in Dying Earth, but I [I]think[/I] it's similar to HeroQuest revised (both are Robin Laws designs): in circumstances where the flaw would apply, the GM can call for a check against the rating of the flaw, and if the check fails then the normal consequences for failure ensue (eg in HeroQuest this might be a penalty to subsequent uses of the ability that was tested ). Burning Wheel, as well as Will, does have a Steel rating, and the GM can call for Steel checks in appropriate circumstances (eg seeing a grisly murder, trying to assassinate someone, being caught in an ambush, seeing a ghost or demon, etc). If the check fails, the character hesitates. At least some of the concern here seems to be about poor mechanics. And also about the running together of mental states and actions. To mention the latter first: when the sales clerk persuades you to take out the extended warranty, of course you know that you [I]may [/I]be being duped. But maybe you're not! You take it out "just in case". In Burning Wheel's duel of wits, or in DitV where a struggle takes place using words and neither party escalates (to fists or guns), then losing the conflict doesn't have to mean that you're persuaded. In Dow it means that you've agreed, and you're (at least) resigned to keeping your promise. In DitV, it might mean that you reluctantly shrug your shoulders and say "OK, have it your way." You don't think they're right - you're just not prepared to keep pressing the point. In DitV, you can see your will to dispute the point weakening, as your number of available dice to commit to the conflict reduces (DitV conflict resolution is by putting forward dice from one's pool, turn by turn, to try and match the opponent). You as a palyer wonder "Can I keep going with this? Am I going to escalate [eg draw a gun, which allows new dice in the pool]? Or let this one go?" Which is what your PC is thinking, too. Personally, I find the idea that my character has an unlimited degree of resolve or social stamina as unrealistic as if s/he could be peppered with arrows yet unfazed. (A superhero game might be different - but then Loki probably wears away resolve at a superheroic rate!) [/QUOTE]
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