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<blockquote data-quote="The-Magic-Sword" data-source="post: 8364563" data-attributes="member: 6801252"><p>The only possible issue, is that in my experience, most of the people currently sub-25 joining the hobby have REALLY strong Neo-Trad sensibilities, e.g. they want control over their character's emotional development, and what lesson to take from their story.</p><p></p><p>In our experience it conflicts somewhat with 'play to find out what happens' especially with Magpie's games which have strong narrative and emotional components to the mechanics (e.g. in Masks other people can shift your identities around, in this the playbook insists the characters have a central conflict they can be pressured to one direction or the other on defined by playbook.)</p><p></p><p>I'm not saying this is a deal breaker, in fact a fair number might be discovering an exciting new way to play, since Magpie always seems to explain the difference in their rulebooks, but it'll be interesting to see how it plays out.</p><p></p><p>But I've had at least one conversation with someone who had issues when we played Masks about buying into the central conceit and not feeling punished when their character is under pressure, or complications happen because consequences for the actions you take while say, clearing conditions by acting out (in this case stealing your mentor's motorcycle to dirty it on a joyride for petty revenge) aren't casually mitigated (in this case, they brought another player along, who used their powers to jack into the bike, and ended up breaking it, getting player 1 way more in trouble.) Having to mark conditions instead of just delivering a pithy comeback because <em>they </em>didn't think their character would ever be influenced that way also rankled at times.</p><p></p><p>I've also had to backpedal on someone's playbook because they didn't think playing the scion, would actually lead to comparisons and influence stuff from their villain mother. When said player has mother issues, I guess they chose it to treat it more or less as a backstory-- which obviously, would be easy and a non-problem in a game that wasn't Masks, since that tension is enforced with mechanics.</p><p></p><p>So this time I'm talking to everyone about buy in about the kind of game this is, and what kinds of events the mechanics enforce. Which we expect to work better, but I wouldn't be shocked to see a lot of people upset if this is their first go around with this kind of game that the mechanics are intruding on their principles and emotional state, or that the mechanics push them into dramatic situations when they're used to avoiding them by playing even-tempered characters more or less never in conflict in DND and stuff.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8364563, member: 6801252"] The only possible issue, is that in my experience, most of the people currently sub-25 joining the hobby have REALLY strong Neo-Trad sensibilities, e.g. they want control over their character's emotional development, and what lesson to take from their story. In our experience it conflicts somewhat with 'play to find out what happens' especially with Magpie's games which have strong narrative and emotional components to the mechanics (e.g. in Masks other people can shift your identities around, in this the playbook insists the characters have a central conflict they can be pressured to one direction or the other on defined by playbook.) I'm not saying this is a deal breaker, in fact a fair number might be discovering an exciting new way to play, since Magpie always seems to explain the difference in their rulebooks, but it'll be interesting to see how it plays out. But I've had at least one conversation with someone who had issues when we played Masks about buying into the central conceit and not feeling punished when their character is under pressure, or complications happen because consequences for the actions you take while say, clearing conditions by acting out (in this case stealing your mentor's motorcycle to dirty it on a joyride for petty revenge) aren't casually mitigated (in this case, they brought another player along, who used their powers to jack into the bike, and ended up breaking it, getting player 1 way more in trouble.) Having to mark conditions instead of just delivering a pithy comeback because [I]they [/I]didn't think their character would ever be influenced that way also rankled at times. I've also had to backpedal on someone's playbook because they didn't think playing the scion, would actually lead to comparisons and influence stuff from their villain mother. When said player has mother issues, I guess they chose it to treat it more or less as a backstory-- which obviously, would be easy and a non-problem in a game that wasn't Masks, since that tension is enforced with mechanics. So this time I'm talking to everyone about buy in about the kind of game this is, and what kinds of events the mechanics enforce. Which we expect to work better, but I wouldn't be shocked to see a lot of people upset if this is their first go around with this kind of game that the mechanics are intruding on their principles and emotional state, or that the mechanics push them into dramatic situations when they're used to avoiding them by playing even-tempered characters more or less never in conflict in DND and stuff. [/QUOTE]
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