Faolyn
(she/her)
I didn't ask about "every" low-probability event. I asked about one event--falling in love or lust--that can cause just as much action and tension and interest and authenticity as being afraid does.I think you probably know the answer to that. A game in which we endlessly diced for every low-probability event would obviously be unplayable. We'd be rolling d1000000 all day to see if you suddenly died of a blood clot too. Narrativist systems focus on the questions which are important to them. This is neither more nor less realistic overall, it simply provides me with a more authentic seeming experience. It also helps insure that the gist of play is not wandering off in some uninteresting direction.
Does BW want to go in that direction?