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The Pride Of Blue Rose
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<blockquote data-quote="The Crimson Binome" data-source="post: 7718917" data-attributes="member: 6775031"><p>And yet, it's not nearly the most controversial thing that they can represent, either. If you wanted to cut a middle ground, without intentionally excluding players on either side, you could easily design a mechanic that represents effort which doesn't <em>also</em> grant narrative control. It's usually called something like Willpower.</p><p></p><p>Given how easy it is to design an inoffensive mechanic, once you're aware of the issue, failing to do so is a strong signal that the designer is either clueless about the controversy (which may have been the case in some early games) or actively doesn't care about the audience that might be put off by it (which is more likely the case in recent games).</p><p></p><p>I was really looking forward to this game. Steve Kenson was one of my favorite authors, and I was excited about the possibility of role-playing in this type of setting. If it had been marketed from the start as a system for telling these types of stories, rather than as this type of setting in which to play, then I wouldn't have gotten my hopes up.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7718917, member: 6775031"] And yet, it's not nearly the most controversial thing that they can represent, either. If you wanted to cut a middle ground, without intentionally excluding players on either side, you could easily design a mechanic that represents effort which doesn't [I]also[/I] grant narrative control. It's usually called something like Willpower. Given how easy it is to design an inoffensive mechanic, once you're aware of the issue, failing to do so is a strong signal that the designer is either clueless about the controversy (which may have been the case in some early games) or actively doesn't care about the audience that might be put off by it (which is more likely the case in recent games). I was really looking forward to this game. Steve Kenson was one of my favorite authors, and I was excited about the possibility of role-playing in this type of setting. If it had been marketed from the start as a system for telling these types of stories, rather than as this type of setting in which to play, then I wouldn't have gotten my hopes up. [/QUOTE]
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