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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="hawkeyefan" data-source="post: 7597786" data-attributes="member: 6785785"><p>It could, sure. It’s not meant to, but there’s no reason you couldn’t select all your gear prior to the score and have that gear be less useful. </p><p></p><p>The game does push players towards involving their characters flaws....each PC has a vice that influences them, and if they allow it to complicate matters for them, they get XP. PCs Could also suffer traumas through play, which will have a lasting negative impact on their personality.</p><p></p><p>I suppose this could manifest as devoting inventory space to less useful gear. For example, a PC with the Paranoid trauma might feel the need to carry around a ledger that details exactly how everyone is out to get him, or something similar.</p><p></p><p></p><p></p><p>Sure...that’s why I mentioned edge cases. But what we’re talking about is a criminal pulling out some gear to help commit a crime. Not remotely unexpected stuff.</p><p></p><p></p><p></p><p>Well my gaming time is not infinite, so I don’t agree with you there. Also, I don’t think that’s the sole reason that we typically don’t see characters in fiction agonizing over the choices of what gear to bring. It’s not very entertaining in most cases, and it’s more dramatic for the audience to not know.</p><p></p><p></p><p></p><p>Yeah....all that can still happen in the game. These decisions are constantly coming up throughout play. When your PC runs into the wall he has to scale, he has to decide if the climbing gear is worth the inventory space. If he thinks it is, he marks it off and the character uses it. If not....if he thinks there’ll be other things he’ll need more, then he doesn’t take the climbing gear, and the character decides to look for another way around the wall.</p><p></p><p>So far, my BitD game has yielded much more meaningful decision points regarding gear. Each character has a good sized list to choose from, but only a few spaces. Where as I think in D&D, each character is more likely to be carrying around the full list of items, and never really has a decision to make. They just bring everything they have with them at all times. </p><p></p><p></p><p></p><p>I can understand that preference. I think you’d be surprised at how the BitD mechanic actually feels when you play it out. All my D&D players reacted similarly; at first they balked at the idea (“seems odd to not pick gear ahead of time”), then they saw it in play and thought it was something to exploit (“well we can just pick whatever gear we want at any time”), then they finally realized that it gave them flexibility and choice....but that their choices could have consequences.</p><p></p><p></p><p></p><p>Yup! <img class="smilie smilie--emoji" alt="🙂" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" title="Slightly smiling face :slight_smile:" data-shortname=":slight_smile:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7597786, member: 6785785"] It could, sure. It’s not meant to, but there’s no reason you couldn’t select all your gear prior to the score and have that gear be less useful. The game does push players towards involving their characters flaws....each PC has a vice that influences them, and if they allow it to complicate matters for them, they get XP. PCs Could also suffer traumas through play, which will have a lasting negative impact on their personality. I suppose this could manifest as devoting inventory space to less useful gear. For example, a PC with the Paranoid trauma might feel the need to carry around a ledger that details exactly how everyone is out to get him, or something similar. Sure...that’s why I mentioned edge cases. But what we’re talking about is a criminal pulling out some gear to help commit a crime. Not remotely unexpected stuff. Well my gaming time is not infinite, so I don’t agree with you there. Also, I don’t think that’s the sole reason that we typically don’t see characters in fiction agonizing over the choices of what gear to bring. It’s not very entertaining in most cases, and it’s more dramatic for the audience to not know. Yeah....all that can still happen in the game. These decisions are constantly coming up throughout play. When your PC runs into the wall he has to scale, he has to decide if the climbing gear is worth the inventory space. If he thinks it is, he marks it off and the character uses it. If not....if he thinks there’ll be other things he’ll need more, then he doesn’t take the climbing gear, and the character decides to look for another way around the wall. So far, my BitD game has yielded much more meaningful decision points regarding gear. Each character has a good sized list to choose from, but only a few spaces. Where as I think in D&D, each character is more likely to be carrying around the full list of items, and never really has a decision to make. They just bring everything they have with them at all times. I can understand that preference. I think you’d be surprised at how the BitD mechanic actually feels when you play it out. All my D&D players reacted similarly; at first they balked at the idea (“seems odd to not pick gear ahead of time”), then they saw it in play and thought it was something to exploit (“well we can just pick whatever gear we want at any time”), then they finally realized that it gave them flexibility and choice....but that their choices could have consequences. Yup! 🙂 [/QUOTE]
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