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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7589456" data-attributes="member: 82106"><p>English is reasonably maleable, so I would say that what you are quoting there COULD mean that it can be solved another way, that is certainly left open as a possibility; however, the literal meaning of a sentence of the form "[you] cannot solve this by just doing X" simply states that X won't work, not that some other thing will. The 'just' implies that some MORE DIFFICULT OR COSTLY method may be feasible, but since that other method isn't spelled out, and its a general statement applicable to a class of situations, it isn't really guaranteed to be feasible in all cases.</p><p></p><p>Frankly, this whole discussion is bringing me back more and more to my previous statement, which is that it would be quite desirable to have some sort of mechanism to regulate the ebb and flow of opportunities for success. Something like an overarching SC tally, or a 'doom pool' or some sort of 'clock'. These are all practical possibilities, but I don't think there are many systems out there which have instituted things like that at the more 'strategic' campaign or story arc level. </p><p></p><p>The two which I know of that do come to mind are BitDW's 'stress' mechanism, which IIRC (I am not overly familiar with this game) eventually leads to PC death/retirement; and the sanity mechanic of CoC. CoC SAN loss is somewhat reversible, but practically speaking it is mostly a one-way street leading to Arkham Asylum in the end. Of course these are both notable as being systems in which there is no concept of victory, merely at best a staving off of ultimate loss.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7589456, member: 82106"] English is reasonably maleable, so I would say that what you are quoting there COULD mean that it can be solved another way, that is certainly left open as a possibility; however, the literal meaning of a sentence of the form "[you] cannot solve this by just doing X" simply states that X won't work, not that some other thing will. The 'just' implies that some MORE DIFFICULT OR COSTLY method may be feasible, but since that other method isn't spelled out, and its a general statement applicable to a class of situations, it isn't really guaranteed to be feasible in all cases. Frankly, this whole discussion is bringing me back more and more to my previous statement, which is that it would be quite desirable to have some sort of mechanism to regulate the ebb and flow of opportunities for success. Something like an overarching SC tally, or a 'doom pool' or some sort of 'clock'. These are all practical possibilities, but I don't think there are many systems out there which have instituted things like that at the more 'strategic' campaign or story arc level. The two which I know of that do come to mind are BitDW's 'stress' mechanism, which IIRC (I am not overly familiar with this game) eventually leads to PC death/retirement; and the sanity mechanic of CoC. CoC SAN loss is somewhat reversible, but practically speaking it is mostly a one-way street leading to Arkham Asylum in the end. Of course these are both notable as being systems in which there is no concept of victory, merely at best a staving off of ultimate loss. [/QUOTE]
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