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<blockquote data-quote="AbdulAlhazred" data-source="post: 8535257" data-attributes="member: 82106"><p>Yeah, and this is again sort of the problem with the PACE model, motivation is important, but it is NOT part of the fictional position. It is often unstated and pretty much unconstrained! In my Jon/Jill example, what are the emotional reactions of the characters to each other? The player probably decides those for Jon, maybe his use of his trait, possibly backed up by a willingness to use points (IE the player can stake some currency on it) can decide what Jill feels. So, a decent way to play that out is, Jon approaches Jill, he attempts to woo her, Jill is pretty tough-minded, but he's a pro! The GM decides to make him prove it though, he spends 2 points, Jill pulls out a knife and holds it to Jon, exclaiming that she won't be used like Jane was! The player could let that stand, Jill cuts him across the cheek and he flees. Or he could decide he wants to push it, this is an important goal for Jon! He says "Jon pours out his story to Jill, explaining how Mary set him up and he never intended to betray Jane!" OK, so this may be his 'spin' on the story, but the player spends 2 more points, Jill is convinced, she drops the knife... But there's no rule that says the game even has to be interpreted this way, really. Unlike DW where you can hope that everyone reading the rules will be at least close to a mutual understanding of how it should play out, PACE doesn't SAY any of that, and usually if I get someone that normally plays D&D into a game using that system, they try to elide all the fiction!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8535257, member: 82106"] Yeah, and this is again sort of the problem with the PACE model, motivation is important, but it is NOT part of the fictional position. It is often unstated and pretty much unconstrained! In my Jon/Jill example, what are the emotional reactions of the characters to each other? The player probably decides those for Jon, maybe his use of his trait, possibly backed up by a willingness to use points (IE the player can stake some currency on it) can decide what Jill feels. So, a decent way to play that out is, Jon approaches Jill, he attempts to woo her, Jill is pretty tough-minded, but he's a pro! The GM decides to make him prove it though, he spends 2 points, Jill pulls out a knife and holds it to Jon, exclaiming that she won't be used like Jane was! The player could let that stand, Jill cuts him across the cheek and he flees. Or he could decide he wants to push it, this is an important goal for Jon! He says "Jon pours out his story to Jill, explaining how Mary set him up and he never intended to betray Jane!" OK, so this may be his 'spin' on the story, but the player spends 2 more points, Jill is convinced, she drops the knife... But there's no rule that says the game even has to be interpreted this way, really. Unlike DW where you can hope that everyone reading the rules will be at least close to a mutual understanding of how it should play out, PACE doesn't SAY any of that, and usually if I get someone that normally plays D&D into a game using that system, they try to elide all the fiction! [/QUOTE]
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