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<blockquote data-quote="clearstream" data-source="post: 8531126" data-attributes="member: 71699"><p>Taking fictional positioning as the set of valid (legitimate and effective) things I can say, I'm thinking of a constraint as taking away from - constraining - that set. So my sword rusts instantly to bits = constraint, I can't say I slash them with my sword. Constraints are about what's <strong>legitimate</strong>.</p><p></p><p>A modifier is different. It makes some of the things I might say more <strong>effective </strong>than others. If I say, I take advantage of the height I have up here to strike down at them, then I get +2. If I say something else - like I wheedle with them - I might not get that +2 because it is some kind of physical advantage, nothing to do with flattery.</p><p></p><p></p><p>That's fair. It's not a point I'll fight you on.</p><p></p><p></p><p>My thinking is that somehow, we have a piece of information that carries forward into end of session. It's a subtle thing, but it's real. Suppose the converse, we don't flag that we satisfied the bond? There's no way we can now claim that XP. We have to have agreement about the flag, so by definition it's in system.</p><p></p><p></p><p>In FATE, you have compels that mint a point if you accept the add to fiction. That's S > F. Then you can spend points S > S. But you have to invoke and aspect so it's kind of F > S, too. In DW, I was thinking about hold.</p><p></p><p></p><p>Exactly! I see informs as underrated, because when something that wasn't know becomes known and locked in, they change what is <strong>true </strong>in the fiction! And informs can also change what is <strong>effective </strong>in the fiction. If you saw my ramble about motivated, I think motivated is above effective and valid should be legitimate + motivated. Informs can certainly change what is motivated. This is a point on which I strongly differ in my views from other posters. Bearing in mind that what turns out to be true needn't be tectonic (change to physical world): it can be influential / psychological.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8531126, member: 71699"] Taking fictional positioning as the set of valid (legitimate and effective) things I can say, I'm thinking of a constraint as taking away from - constraining - that set. So my sword rusts instantly to bits = constraint, I can't say I slash them with my sword. Constraints are about what's [B]legitimate[/B]. A modifier is different. It makes some of the things I might say more [B]effective [/B]than others. If I say, I take advantage of the height I have up here to strike down at them, then I get +2. If I say something else - like I wheedle with them - I might not get that +2 because it is some kind of physical advantage, nothing to do with flattery. That's fair. It's not a point I'll fight you on. My thinking is that somehow, we have a piece of information that carries forward into end of session. It's a subtle thing, but it's real. Suppose the converse, we don't flag that we satisfied the bond? There's no way we can now claim that XP. We have to have agreement about the flag, so by definition it's in system. In FATE, you have compels that mint a point if you accept the add to fiction. That's S > F. Then you can spend points S > S. But you have to invoke and aspect so it's kind of F > S, too. In DW, I was thinking about hold. Exactly! I see informs as underrated, because when something that wasn't know becomes known and locked in, they change what is [B]true [/B]in the fiction! And informs can also change what is [B]effective [/B]in the fiction. If you saw my ramble about motivated, I think motivated is above effective and valid should be legitimate + motivated. Informs can certainly change what is motivated. This is a point on which I strongly differ in my views from other posters. Bearing in mind that what turns out to be true needn't be tectonic (change to physical world): it can be influential / psychological. [/QUOTE]
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