hawkeyefan
Legend
I already addressed that:
(not counting games which have super simple combat mechanics too)
I don't think having a core resolution mechanic is the same as having super simple combat mechanics. Why do you say that?
So the condition was willingly initiated by the player in the first place?
The rage was initiated by the player, yes. He was angry and chose to have his character rage. It also gave him a boost to easily catch up to the boy.
I mean in a sense that he chose to rage in the first place. Which he presumably didn't need to do. Then again, if he can decide that, why cannot he also decide to end it?
What's interesting about that? This is what I'm asking you. In this example and this example only, can you see the purpose of going to the dice? Can you see how simply allowing the player to choose robs the situation of any weight?
Stop taking this example and trying to extrapolate it to every single instance of play, and every single decision the player may make. No one is advocating for a game to do that.
Just look at this one example and answer the question... do you see why using the mechanics rather than player fiat in this example created an interesting element of play?
So sort of a sidenote. What you mean by disastrous? Are you running a game where a PC beating a child is a thing that can happens and whether it does is randomised? What are you implying here?
The specifics were not set, but some sort of violent or at least frightening encounter between the character and his son seemed to make sense.
It's not really how people work. People are capable of making choices. And I think this specific example with its implications of domestic violence is particularly fraught.
It's not fraught. It's a perfectly cromulent example. Everyone playing in the game was perfectly comfortable with everything that happened, or would have potentially happened in play.
If you can't engage with that example, then just stop replying. Don't try and paint the example as "fraught" or problematic in any way.
So no, I don't want to play a game where I am not capable of making such choices doer my character, and I don't want to play a game which implies that people are incapable of such choices, but are just driven my random impulses instead.
And to me drama and pathos is about making hard choices. If you outsource the choice to the dice, it is gone.
What hard choices are you talking about? The situation I described was an easy choice, if left to a choice... but people don't always do what's obviously correct, do they?
What you're advocating for is to manifest your character conception. Which is perfectly fine as far as preferences or interests go. But I think presenting this as some kind of deeper level of immersion or what have you is just flawed. You've already made all the choices.
They do. They definitely do. Because I don't use mechanics that rob them of those choices.
Then what was your point about combat requiring more rules because it involves more choices? This comment seems to contradict that.
You can have "risks" and "lose" in social situations many different ways* without having to randomise the character's personality and belies. And if you want to test the latter, then put them in a situations where there is no obvious "correct" answer, one where their different values and priorities are conflict. Then you still leave the choice to the player, you have an impactful test for the nature of the character. That will be far more compelling than whether they can roll high enough on the dice.
No, you can't.
Again, apply this logic to combat. If players are allowed to decide the outcome of each fight they get into, each attack they make, then where does the risk come from?
Is it a risk that they may choose to lose? Can we really describe that as a risk?
* (Though combats and social situations are fundamentally different and the latter is far more nuanced and rarely about "winning" or "losing.")
So... it's more nuanced and as a result needs fewer rules? But when more decisions are involved, more rules are needed? I can't keep what you're saying straight.
And generally, I think social conflicts absolutely are about winning and losing. You're trying to get something... do you get it? These are the kinds of interactions I'm talking about.