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Alternate thought - rule of cool is bad for gaming
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<blockquote data-quote="Reynard" data-source="post: 9384865" data-attributes="member: 467"><p>The best solution to the Rule of Cool problem (if it is a problem for you) is to provide some sort of metacurrency that essentially ensures success (perhaps at a cost).</p><p></p><p>Rule of Cool is usually invoked when a player wants to do something not just cool, but dramatically appropriate for the narrative moment of the game. They want to charge the bad guy and go tumbling into the volcano with him, only to grab on to the ledge at the last second. they want to leap onto the dragon's back and hack away at it while it flies. They want to invoke the power of their magic to break the centuries old curse. Etc...</p><p></p><p>So, give them a tool to do so. maybe it is literally a one time thing. once, in the entire campaign, you get to do that one awesome thing. Maybe it comes with a cost: you give up a level of experience to do that awesome thing. Maybe they get 3 Cool Points per session because that's the kind of game you want. Whatever. the point is, when there is a mechanism in play for this, it no longer becomes about players scrounging for bonuses. It becomes about cool moments in the story of the game.</p><p></p><p>And yes, [USER=6747251]@Micah Sweet[/USER] I am talking about the emergent story of the game.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9384865, member: 467"] The best solution to the Rule of Cool problem (if it is a problem for you) is to provide some sort of metacurrency that essentially ensures success (perhaps at a cost). Rule of Cool is usually invoked when a player wants to do something not just cool, but dramatically appropriate for the narrative moment of the game. They want to charge the bad guy and go tumbling into the volcano with him, only to grab on to the ledge at the last second. they want to leap onto the dragon's back and hack away at it while it flies. They want to invoke the power of their magic to break the centuries old curse. Etc... So, give them a tool to do so. maybe it is literally a one time thing. once, in the entire campaign, you get to do that one awesome thing. Maybe it comes with a cost: you give up a level of experience to do that awesome thing. Maybe they get 3 Cool Points per session because that's the kind of game you want. Whatever. the point is, when there is a mechanism in play for this, it no longer becomes about players scrounging for bonuses. It becomes about cool moments in the story of the game. And yes, [USER=6747251]@Micah Sweet[/USER] I am talking about the emergent story of the game. [/QUOTE]
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