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<blockquote data-quote="hawkeyefan" data-source="post: 8171446" data-attributes="member: 6785785"><p>Yeah, I agree that it's all a matter of preference. And I absolutely understand what you're saying about "emulating a Holmes story"; I get that as a description.</p><p></p><p>But I'm making a small, but maybe significant, distinction about how it would be best to put the players in the shoes of someone like Holmes. About "being" Holmes and what might best promote that.</p><p></p><p>I mean, Holmes is a genius, and most players are not. Do they feel like Holmes if they solve a relatively mundane mystery of the sort that would work for a game? Or if they fail to solve a more involved mystery because of the limitations of the format and also their own "limits" as non-genius people who don't benefit from being the star of the show?</p><p></p><p>Would playing it in that more mainstream, GM driven mode be as satisfying as a game? The answer for me with the Star Trek scenario I posted above, was a pretty resounding no, although there were a few things that contributed to that.</p><p></p><p>Also....players' actual physical capabilities never (almost never, I suppose) limit their characters' physical capabilities. When we're talking about mental capability, there are inherent limits. Does it make sense to try and bridge that gap some way? If so, how so? How do we do that, and still have a scenario that would be an interesting game? I'm not sure. </p><p></p><p>Also, I'm not proposing any specific method. I'm not saying that having the player be able to make proclamations and have those be true would be fun for a game. Just that Holmes is able to do such.</p><p></p><p>Again, preference will matter of course, but I'm just asking the questions because they occurred to me and I think they're interesting. I don't think there's a right or wrong answer.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8171446, member: 6785785"] Yeah, I agree that it's all a matter of preference. And I absolutely understand what you're saying about "emulating a Holmes story"; I get that as a description. But I'm making a small, but maybe significant, distinction about how it would be best to put the players in the shoes of someone like Holmes. About "being" Holmes and what might best promote that. I mean, Holmes is a genius, and most players are not. Do they feel like Holmes if they solve a relatively mundane mystery of the sort that would work for a game? Or if they fail to solve a more involved mystery because of the limitations of the format and also their own "limits" as non-genius people who don't benefit from being the star of the show? Would playing it in that more mainstream, GM driven mode be as satisfying as a game? The answer for me with the Star Trek scenario I posted above, was a pretty resounding no, although there were a few things that contributed to that. Also....players' actual physical capabilities never (almost never, I suppose) limit their characters' physical capabilities. When we're talking about mental capability, there are inherent limits. Does it make sense to try and bridge that gap some way? If so, how so? How do we do that, and still have a scenario that would be an interesting game? I'm not sure. Also, I'm not proposing any specific method. I'm not saying that having the player be able to make proclamations and have those be true would be fun for a game. Just that Holmes is able to do such. Again, preference will matter of course, but I'm just asking the questions because they occurred to me and I think they're interesting. I don't think there's a right or wrong answer. [/QUOTE]
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