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Alternate thought - rule of cool is bad for gaming
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<blockquote data-quote="EzekielRaiden" data-source="post: 9394622" data-attributes="member: 6790260"><p>So, where does that put things like, say, the Paladin's <em>Quest</em> move? Because there, the player declares their Quest and the Boons that quest provides--with examples for guidance, but <em>purely declared by the player</em>--and then the GM declares what Vows, again with examples for guidance, the Paladin must uphold in order to retain their Boons and their divine connection. A failure to uphold those Vows forfeits the benefits until the Paladin can ritually cleans themselves, and that might be a significant undertaking in its own right.</p><p></p><p>That's not automatic, it requires no rolls, and no one spends resources. Both sides, in a certain sense, are "wagering"; the Paladin in choosing a reasonable quest befitting the established events/facts of the world ("the fiction"), and reasonable boons for pursuing that quest. The GM, in kind, chooses Vows that will complicate the completion of that quest in interesting, action-provoking ways. </p><p></p><p>E.g., I once chose a quest to aid a dwarven smith-fortress besieged by orcs, and chose as my boons A Mark of Divine Authority and Invulnerability to Fire. The GM chose, as my Vows, Valor (forbidden: suffering an evil creature to live) and Hospitality (required: comfort to those in need, no matter who they are)--because <em>he</em> knew that the reason the orcs were besieging the city was because they were using a kidnapped red dragon (an evil creature!)....which was being tortured, and having its children tortured or slain, to keep it enslaved to fire their forges. </p><p></p><p>This created an interesting conundrum: how would my Paladin deal with the situation? He has to render aid to <em>anyone</em> in need, and surely the dragon's children, and likely the dragon itself, would be in need. But it is a creature of evil! Fortunately, the choice was ultimately taken out of my Paladin's hands for unrelated reasons, and the red dragon broke free as an <em>ancient vampire</em> red dragon. (Complicated story, would take too long to explain. Suffice it to say a questionably-rational halfling fighter stuffed a vial of ancient vampire blood into the dragon's neck to "empower" it so it could escape.)</p><p></p><p>That was a <em>really good</em> campaign of DW.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9394622, member: 6790260"] So, where does that put things like, say, the Paladin's [I]Quest[/I] move? Because there, the player declares their Quest and the Boons that quest provides--with examples for guidance, but [I]purely declared by the player[/I]--and then the GM declares what Vows, again with examples for guidance, the Paladin must uphold in order to retain their Boons and their divine connection. A failure to uphold those Vows forfeits the benefits until the Paladin can ritually cleans themselves, and that might be a significant undertaking in its own right. That's not automatic, it requires no rolls, and no one spends resources. Both sides, in a certain sense, are "wagering"; the Paladin in choosing a reasonable quest befitting the established events/facts of the world ("the fiction"), and reasonable boons for pursuing that quest. The GM, in kind, chooses Vows that will complicate the completion of that quest in interesting, action-provoking ways. E.g., I once chose a quest to aid a dwarven smith-fortress besieged by orcs, and chose as my boons A Mark of Divine Authority and Invulnerability to Fire. The GM chose, as my Vows, Valor (forbidden: suffering an evil creature to live) and Hospitality (required: comfort to those in need, no matter who they are)--because [I]he[/I] knew that the reason the orcs were besieging the city was because they were using a kidnapped red dragon (an evil creature!)....which was being tortured, and having its children tortured or slain, to keep it enslaved to fire their forges. This created an interesting conundrum: how would my Paladin deal with the situation? He has to render aid to [I]anyone[/I] in need, and surely the dragon's children, and likely the dragon itself, would be in need. But it is a creature of evil! Fortunately, the choice was ultimately taken out of my Paladin's hands for unrelated reasons, and the red dragon broke free as an [I]ancient vampire[/I] red dragon. (Complicated story, would take too long to explain. Suffice it to say a questionably-rational halfling fighter stuffed a vial of ancient vampire blood into the dragon's neck to "empower" it so it could escape.) That was a [I]really good[/I] campaign of DW. [/QUOTE]
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