Micah Sweet
Level Up & OSR Enthusiast
Heard of it, but know nothing else.Or Dungeon Crawler Carl.
Heard of it, but know nothing else.Or Dungeon Crawler Carl.
It's really semantics.Ah, I wanted to eliminate me as the arbiter of what is good. I do not want that responsibility. I want to stay far away from that as possible.
I prefer setting up the dilemma as it ties to their TIBFs and then offer the XP to lean into them (obviously with the fictional or otherwise cost). Therefore for me the word fairness works.
The emotions that the mental model interacting with the fiction outputs are real, even if weaker than ones a real situation would elicit. There is some distance, but there is a clear correspondence. But a mechanic dictated by the mechanic is not real. "Scary 32" does not feel even least bit scary, so there is greater distance to the reality.
What? You describe how the mechanics force the character to feel in certain way and then you think the player has a say in that? The mechanic dictated it, just like you said, they did not have a say.
I mean they chose the actions that lead to the squire's death in the first place?
I think it is pretty wild to me that you don't think this is an important distinction. Like the player literally does not know whether they switched characters or not.
But like I have said to you the internal model interacting with the fiction can generate unexpected outcomes, just like you as real person interacting with the real world can generate unexpected outcomes.
Like if you believe that your real brain you use to make your real decisions can generate unexpected reactions when interacting with real events, why you think that the same brain interacting with fictional events would not do the same?
Yes, sure. But it is both dramatically unsatisfying and psychologically questionable. The game mechanics really do not differentiate between big traumatic life changing events and minor inconveniences. Resisting a consequence in either can net you five stress and take you out of the scene. And in latter case it will just come across as silly an implausible. And the designers of the game seemed to think it too, as they changed the trauma timing in Deep Cuts.
They don't encourage the player to act, though. Rules don't do squat for that purpose, just like rules to limit DM power in an effort to curb bad DMs are doomed to fail.That's a pretty extreme example, but I can still think of many Players I've gamed with who would ignore their PC's desire for vengeance in favor of a more game-positive result for their PC and the party. That's what the kind of rules I favor are for: to help encourage people to act the way you did.
How?I do.
Acting!How?
i believe they mean something like 'there is a scary thing in your way/they make an intimidation check, it requires a save DC of 32 to not be frightened', that the scaryness of the thing is only dictated purely by the number on the dice rather than actually describing a creature or circumstance that would make them believe their character is frightened.What? What’s Scary 32?
What? What’s Scary 32?
The player decided to rank his Lust vice at a certain ranking. The player then decided to have the character go into the brothel. The player most likely knows how the game works… he knows that going into the brothel will require a test. But, for whatever reason he may have, he decides to go in.
How is that the player having no say? How is this not the kind of tough decision you said you wanted to see?
Because if we’re going to talk about “real brains”, as in the way that humans function psychologically, then the idea of complete control just seems misplaced.
Intimidation roll result or such. And I think you understood the actual point.
They have no say on the moment of how the character reacts.
Also this is rather poor example of sort of loss of agency Pendragon virtues cause. Yes, going to brothel in the first place probably already indicates certain intent. But the rules cause the knights to fall in love with specific individuals, and they can compel all sort of quite specific things. Like the literal point of these rules is that the player is not in control, so it is bizarrely to argue that they have a say. The purpose of these rules is that they do not!
Right. And the player uses those same brains to use decisions in the game too, thus they are not in complete control in the same way they are not for the rest of the time! Like we cannot choose how fiction affects us. Like sure, an intentional buy-in and going with the flow helps and is expected in RPG play, but like you do not choose whether a scary movie scares you or a sad movie makes you sad. And the mental model of the character is a lens via which we look the fiction, and it will modulate those reactions.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.