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<blockquote data-quote="clearstream" data-source="post: 8529763" data-attributes="member: 71699"><p>[USER=82106]@AbdulAlhazred[/USER] Our conversation is being thwarted by a lack of definition of <strong>arrow contents</strong>. So to get started:</p><p></p><p><strong>F > S</strong></p><ul> <li data-xf-list-type="ul"><strong>Choices </strong>- that invoke one process rather than another ("<em>I'm holding my ground for a second to see which way it goes, and then I'm diving to the side I think is safe.</em>")</li> <li data-xf-list-type="ul"><strong>Assertions </strong>- that dial-in parameters ("<em>I draw my rapier and fleche!</em>")</li> <li data-xf-list-type="ul"><strong>Impels</strong> - that inject modifiers (inspiration, bennies, advantage, fate points)</li> <li data-xf-list-type="ul"><strong>Colour </strong>- how the thing is done, that might turn out to be meaningful ("<em>I'm shaking while I do it, barely controlling my fear of it</em>") and open up or affirm narrative space</li> <li data-xf-list-type="ul"><strong>Flags </strong>- that count for some game purpose, like marking XP ("<em>Dem broke the heirloom's curse as I foresaw, so that bond's resolved: I mark XP</em>")</li> </ul><p><strong>S > F</strong></p><ul> <li data-xf-list-type="ul"><strong>Constraints </strong>- that change what is legitimate ("<em>Drusilia makes a save and fails - taking her third level of exhaustion.</em>")</li> <li data-xf-list-type="ul"><strong>Informs </strong>- that affirm changes to what is effective ("<em>Your hit barely scratches it</em>") and might produce motives</li> <li data-xf-list-type="ul"><strong>Currencies </strong>- adding to character stocks</li> <li data-xf-list-type="ul"><strong>Colour </strong>- how the thing is done, that might turn out to be meaningful ("<em>She laughs 'I didn't realise you were so weak! Why fight small man?' and couches her club</em>") and open up or affirm narrative space</li> <li data-xf-list-type="ul"><strong>Unlocks </strong>- new fiats over the game world ("<em>I'll master arcane ward this level.</em>")</li> </ul></blockquote><p></p>
[QUOTE="clearstream, post: 8529763, member: 71699"] [USER=82106]@AbdulAlhazred[/USER] Our conversation is being thwarted by a lack of definition of [B]arrow contents[/B]. So to get started: [B]F > S[/B] [LIST] [*][B]Choices [/B]- that invoke one process rather than another ("[I]I'm holding my ground for a second to see which way it goes, and then I'm diving to the side I think is safe.[/I]") [*][B]Assertions [/B]- that dial-in parameters ("[I]I draw my rapier and fleche![/I]") [*][B]Impels[/B] - that inject modifiers (inspiration, bennies, advantage, fate points) [*][B]Colour [/B]- how the thing is done, that might turn out to be meaningful ("[I]I'm shaking while I do it, barely controlling my fear of it[/I]") and open up or affirm narrative space [*][B]Flags [/B]- that count for some game purpose, like marking XP ("[I]Dem broke the heirloom's curse as I foresaw, so that bond's resolved: I mark XP[/I]") [/LIST] [B]S > F[/B] [LIST] [*][B]Constraints [/B]- that change what is legitimate ("[I]Drusilia makes a save and fails - taking her third level of exhaustion.[/I]") [*][B]Informs [/B]- that affirm changes to what is effective ("[I]Your hit barely scratches it[/I]") and might produce motives [*][B]Currencies [/B]- adding to character stocks [*][B]Colour [/B]- how the thing is done, that might turn out to be meaningful ("[I]She laughs 'I didn't realise you were so weak! Why fight small man?' and couches her club[/I]") and open up or affirm narrative space [*][B]Unlocks [/B]- new fiats over the game world ("[I]I'll master arcane ward this level.[/I]") [/LIST] [/QUOTE]
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