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On the Value of Uncertainty
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<blockquote data-quote="apoptosis" data-source="post: 4441912" data-attributes="member: 3226"><p>I like players to make plausible decisions that their characters would make which can be very different than what players would make. Too often i see groups tend to basically act the same way time after time. Their characters might have idiosyncrasies that develop but the actual decision making is basically the same between characters. </p><p></p><p>I prefer when players have their characters make plausibly bad decisions that really cause the drama and tension to escalate. This does not mean outrageously stupid decisions that just wreck the story but decisions that would seem to benefit the characters goals and motives but from an outsiders perspectives is obviously a less than rational decision.</p><p></p><p>I particularly like games that give you mechanical awards for making bad choices that are in line with the characters goals and motives but that really end up ratcheting up the drama.</p><p></p><p>(A probably very bad) Example. In a game of sorcerer, my character's true love was his mistress who was the brothel madam (the brothel house itself was my characters demon). His mistress died and he then with the help of his demon used necromancy to have her spirit possess his wife so that his lost love would still be alive.</p><p></p><p>I knew that doing that would cause my character all sorts of adverse issues and it was tactically a stupid thing to do. But it also started a series of dramatic events. In many steps during the story my character made other 'bad' choices that led to more adverse consequences with all of these choices being made knowinging that they would bite me in the butt.</p></blockquote><p></p>
[QUOTE="apoptosis, post: 4441912, member: 3226"] I like players to make plausible decisions that their characters would make which can be very different than what players would make. Too often i see groups tend to basically act the same way time after time. Their characters might have idiosyncrasies that develop but the actual decision making is basically the same between characters. I prefer when players have their characters make plausibly bad decisions that really cause the drama and tension to escalate. This does not mean outrageously stupid decisions that just wreck the story but decisions that would seem to benefit the characters goals and motives but from an outsiders perspectives is obviously a less than rational decision. I particularly like games that give you mechanical awards for making bad choices that are in line with the characters goals and motives but that really end up ratcheting up the drama. (A probably very bad) Example. In a game of sorcerer, my character's true love was his mistress who was the brothel madam (the brothel house itself was my characters demon). His mistress died and he then with the help of his demon used necromancy to have her spirit possess his wife so that his lost love would still be alive. I knew that doing that would cause my character all sorts of adverse issues and it was tactically a stupid thing to do. But it also started a series of dramatic events. In many steps during the story my character made other 'bad' choices that led to more adverse consequences with all of these choices being made knowinging that they would bite me in the butt. [/QUOTE]
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On the Value of Uncertainty
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