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A "theory" thread
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<blockquote data-quote="JAMUMU" data-source="post: 8935208" data-attributes="member: 7035709"><p>Well there was a lot of failure at the start of the campaign, while the players built their "core competencies" and we all learned the game mechanics. Nowadays they don't mind failing when it comes to learning new skills, because they can always fall back on their highly rated skills to expedite a situation. I think aid dice and the advancement it provides for characters helping the player who's rolling help with the overall advancement curve, if the game goes on for long enough.</p><p></p><p>The players all decided to bed down for a downtime cycle or two and learn the teaching/instruction skill (can't remember the name and the book isn't to hand) and that has certainly helped with advancement.</p><p></p><p>I also won't let a player back down once terms have been set. It's one of the things I love about the game. And over the year+ it's been running they've learned that okay, impulsive actions are a part of character that maybe aren't explored in other games, and failure can often lead down the game's best and unexpected rabbit-holes.</p></blockquote><p></p>
[QUOTE="JAMUMU, post: 8935208, member: 7035709"] Well there was a lot of failure at the start of the campaign, while the players built their "core competencies" and we all learned the game mechanics. Nowadays they don't mind failing when it comes to learning new skills, because they can always fall back on their highly rated skills to expedite a situation. I think aid dice and the advancement it provides for characters helping the player who's rolling help with the overall advancement curve, if the game goes on for long enough. The players all decided to bed down for a downtime cycle or two and learn the teaching/instruction skill (can't remember the name and the book isn't to hand) and that has certainly helped with advancement. I also won't let a player back down once terms have been set. It's one of the things I love about the game. And over the year+ it's been running they've learned that okay, impulsive actions are a part of character that maybe aren't explored in other games, and failure can often lead down the game's best and unexpected rabbit-holes. [/QUOTE]
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