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<blockquote data-quote="Ovinomancer" data-source="post: 8151282" data-attributes="member: 16814"><p>If you honestly think so, then either I've failed to demonstrate through two posts or you're set on maintaining your initial assumption. </p><p></p><p>To use your example, if the player was exploring a Illithid lair and I described an ancient sword of alien make, the way that we'd get from this to where the player was being drained by a sentient sword would be if the setting information had lots of horrible, soul draining, sentient things, especially in Illithid lairs (I mean, you said you'd played Blades before, so clearly you're aware of the setting of a haunted city with lots of horrible demons, devils, ghosts, leviathans, and occult things, right?). Then, the player would have to say, "I'm interested in figuring out if that sword is magical," knowing that "magical" in this setting is usually bad news. Then, the player would have to say, "I'm trying to attune to the sword and feel if it's magical by opening myself up to it," again, knowing that magical things can be very bad news. Then, the player has to fail the check. At which point, the GM says, "hey, yeah, it is a magical sword, but it's the bad kind, and it kinda wants to drain your soul, like, you know, it somewhat common in this setting of magical swords, what do you do?" Then, the player has to fail to get away from the sword, and so the magical soul sucking starts.</p><p></p><p>Again, the gates here are background setting details that indicate occult things are usually very dangerous. Further background details that you're in a haunted manor that belonged to one of the head creepy guys around. Then you get a creepy description of a portrait. The the player CHOOSES to make this interaction about the occult, knowing all of the above. Then the player CHOOSES to interact in a way that directly puts them in contact with the occult thing in a way that's dangerous (again, known from the action description). And then, when they fail, the fact it's a bad thing -- foreshadowed heavily already -- is confirmed, which changes the situation from the intent to find a benign occult item to having to deal with a hostile occult item.</p><p></p><p>Seriously, if you're claiming this looks at all like your strawman of it after it's explained again, I really can't assist you, and think that whatever experience you had with Blades must now be partially your fault -- you clearly haven't accepted any of the paradigms of play necessary to play the game.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8151282, member: 16814"] If you honestly think so, then either I've failed to demonstrate through two posts or you're set on maintaining your initial assumption. To use your example, if the player was exploring a Illithid lair and I described an ancient sword of alien make, the way that we'd get from this to where the player was being drained by a sentient sword would be if the setting information had lots of horrible, soul draining, sentient things, especially in Illithid lairs (I mean, you said you'd played Blades before, so clearly you're aware of the setting of a haunted city with lots of horrible demons, devils, ghosts, leviathans, and occult things, right?). Then, the player would have to say, "I'm interested in figuring out if that sword is magical," knowing that "magical" in this setting is usually bad news. Then, the player would have to say, "I'm trying to attune to the sword and feel if it's magical by opening myself up to it," again, knowing that magical things can be very bad news. Then, the player has to fail the check. At which point, the GM says, "hey, yeah, it is a magical sword, but it's the bad kind, and it kinda wants to drain your soul, like, you know, it somewhat common in this setting of magical swords, what do you do?" Then, the player has to fail to get away from the sword, and so the magical soul sucking starts. Again, the gates here are background setting details that indicate occult things are usually very dangerous. Further background details that you're in a haunted manor that belonged to one of the head creepy guys around. Then you get a creepy description of a portrait. The the player CHOOSES to make this interaction about the occult, knowing all of the above. Then the player CHOOSES to interact in a way that directly puts them in contact with the occult thing in a way that's dangerous (again, known from the action description). And then, when they fail, the fact it's a bad thing -- foreshadowed heavily already -- is confirmed, which changes the situation from the intent to find a benign occult item to having to deal with a hostile occult item. Seriously, if you're claiming this looks at all like your strawman of it after it's explained again, I really can't assist you, and think that whatever experience you had with Blades must now be partially your fault -- you clearly haven't accepted any of the paradigms of play necessary to play the game. [/QUOTE]
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