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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="Ovinomancer" data-source="post: 7917304" data-attributes="member: 16814"><p>I'm not going to agree, here. The player chose for this trouble to be what can be compelled, knowing full well the ramifications of that. If, at the moment of a compel, the player believes that they're being forced into a choice, I'd say they've forgotten that they agreed to that choice at the start of the game.</p><p></p><p>And, if you're out of FATE points when compelled, it occurs to me that you maybe made choices to spend your FATE points and that's why you're in this position? I mean, this seems akin to complaining that the orc just hit you but you don't have enough hit points due to all the fights you've picked up til now and so it's not fair that you don't have a choice about going unconscious. I'm unclear as to why compels are so often presented absent the larger context of the game, where the player has made many choices to end up there, but not in terms of being out of hitpoints or spell slots or what-have-you. </p><p></p><p>Well, that's not entirely, true, I do think I see some rationales, but those mostly go to not fully accepting the concept of play for FATE and retaining some of the expectations of other games, like D&D, where character is the sole realm of the player. In that context, I get the problem that compels create. I can't say that's your conception, though, but, if it is, I'd say groovy. It's not always easy to drop a concept, especially when it's long ingrained, and accept a new paradigm. I'm not sure it's really valuable to do so, either, if you are having fun one way, to do the work of accepting a different paradigm.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7917304, member: 16814"] I'm not going to agree, here. The player chose for this trouble to be what can be compelled, knowing full well the ramifications of that. If, at the moment of a compel, the player believes that they're being forced into a choice, I'd say they've forgotten that they agreed to that choice at the start of the game. And, if you're out of FATE points when compelled, it occurs to me that you maybe made choices to spend your FATE points and that's why you're in this position? I mean, this seems akin to complaining that the orc just hit you but you don't have enough hit points due to all the fights you've picked up til now and so it's not fair that you don't have a choice about going unconscious. I'm unclear as to why compels are so often presented absent the larger context of the game, where the player has made many choices to end up there, but not in terms of being out of hitpoints or spell slots or what-have-you. Well, that's not entirely, true, I do think I see some rationales, but those mostly go to not fully accepting the concept of play for FATE and retaining some of the expectations of other games, like D&D, where character is the sole realm of the player. In that context, I get the problem that compels create. I can't say that's your conception, though, but, if it is, I'd say groovy. It's not always easy to drop a concept, especially when it's long ingrained, and accept a new paradigm. I'm not sure it's really valuable to do so, either, if you are having fun one way, to do the work of accepting a different paradigm. [/QUOTE]
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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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