hawkeyefan
Legend
We agree on that emotions caused by an imagines situation are likely to be less strong than ones caused by a real situation because that is blindingly obvious. But then you seem to conclude that because there is already some distance creating even more distance doesn't matter and I don't.
But I don't know what you mean by "creating more distance".
No, no I can't. Like my actual play bit about my character deciding to kill the NPC. I could not pretend that they decide not to do it, because that is not the output my mental model gave. Nor I van significantly rebuild a mental model whilst inhabiting it.
I think this is a choice. A perfectly fine one, mind you, but still a choice.
We could discuss it, but it is pointless. How can we know anything about though processes of anyone? Same answer. Like in this thread the participants have certainly learned about how each other think.
I'm not sure I follow this... maybe there's a word missing? Is it pointless to discuss, or do we learn how each other think when we discuss?
Sure, but not at the moment. At the moment they create a compel and the player needs to honour it.
My understanding is that the virtues and vices require a roll in certain circumstances, with opposing virtues and vices adding up to 20, and a d20 roll tells you which way you go.
Like, if the character has a high "Lust" vice and goes into a brothel, he may have to roll to resist indulging.
I'm not sure how you think the player has no say in that.
But the player chose that the character does that, right?
Not exactly. I proposed it. Per the rules, the GM is responsible for inflicting Fallout. So, in the first case of the Squire's ghost appearing, I suggested it and players all loved it (the squire was an NPC they all enjoyed, so it was a chance for him to be around again, in a way). So we went with it. Then later, when the character was facing death, the player could choose between taking the final action OR resisting death and coming back changed. He chose resisting and coming back. Then I came up with the change.
Obviously it changed the character as it literally was a different character!
Possibly! It could have just been that the Knight had gone batshit insane and believed he was the Squire.
But the player being in charge does not mean the character does not grow or change. It means that the player chooses if that happens and what it looks like. Though of course the experiences the character has will be informing that.
Yes, the player is free to choose it. I never said that characters cannot grow or change... I said that it doesn't carry any risk. I think it's much more like the authorship that you tried to assign to my approach to play. No matter what, you will be the one to decide when and how a character reacts and behaves and changes. You're the author of that character.
If you were trying to "be" that character then, like anyone, there would be times when you would not be in control of how they felt or behaved.
Because how the mechanics work means the character can be traumatised by stupid things. I explained this in more detail in another post.
I must have missed such posts.
But it's an accretion, no? Stress builds. It's not possible for one event to be the only contributor to the character accumulating enough Stress to get a Trauma. The thing that makes you tick the last box and take a Trauma need not be the actual thing that traumatizes you. It's more the last in a line of things that temporarily break the character. The straw that breaks the camel's back.
It's many things that lead to the trauma. Looking at it as an individual thing is probably not the best way to look at it.






