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Character play vs Player play
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<blockquote data-quote="Mark CMG" data-source="post: 6427102" data-attributes="member: 10479"><p>We can discuss a lot of things about the way any particular rule is written but always bear in mind that for an RPG versus a storytelling game it comes down to player authorial control which further comes down to the player affecting the world through the character (the player's role) or affecting the world directly as a player (authorial control over the setting). A skill is used as part of the character resource pool and a Fate point is used as part of the player resource pool, the character has the skill but the player has the Fate point. When the player utilizes the character skill, he is affecting the world through the character but when using a Fate point it is directly being used to affect the setting, things normally outside control of the character). You're mischaracterizing a character skill as a Fate point. It's understandable since the skill in question is poorly written in such a way that it leads to a false interpretation that the player can, in extreme circumstances, demand a setting be changed to suit the player's needs but, aside from that being incorrect, a skill is used so that character, not the player directly, can affect the setting. It's the same bottom line in the paladin calls his warhorse branch of the discussion.</p><p></p><p></p><p>I don't mind being brought back into the discussion, since I am planning to jump back in after a some folks have had to discuss the hypothetical questions I proposed earlier. Please take them to heart and answer them as you would have if they happened to you. The two scenarios, essentially, happened to me at game tables and I had to react to them in a reasonable manner. Any answer that involves name calling or stone walling wasn't really an option, though I can imagine it feels like an option some GMs might have wanted to choose. As I say, I don't mind being brought back into the discussion but understand that my position on what rules design core understanding made a (trad?) RPG and what rules design additions branched off storytelling games can largely be boiled down the above distinction. So, if you're making an argument to convince me, and I am open to any collegial discussion along those lines, I'll likely refer back to that core discussion point.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 6427102, member: 10479"] We can discuss a lot of things about the way any particular rule is written but always bear in mind that for an RPG versus a storytelling game it comes down to player authorial control which further comes down to the player affecting the world through the character (the player's role) or affecting the world directly as a player (authorial control over the setting). A skill is used as part of the character resource pool and a Fate point is used as part of the player resource pool, the character has the skill but the player has the Fate point. When the player utilizes the character skill, he is affecting the world through the character but when using a Fate point it is directly being used to affect the setting, things normally outside control of the character). You're mischaracterizing a character skill as a Fate point. It's understandable since the skill in question is poorly written in such a way that it leads to a false interpretation that the player can, in extreme circumstances, demand a setting be changed to suit the player's needs but, aside from that being incorrect, a skill is used so that character, not the player directly, can affect the setting. It's the same bottom line in the paladin calls his warhorse branch of the discussion. I don't mind being brought back into the discussion, since I am planning to jump back in after a some folks have had to discuss the hypothetical questions I proposed earlier. Please take them to heart and answer them as you would have if they happened to you. The two scenarios, essentially, happened to me at game tables and I had to react to them in a reasonable manner. Any answer that involves name calling or stone walling wasn't really an option, though I can imagine it feels like an option some GMs might have wanted to choose. As I say, I don't mind being brought back into the discussion but understand that my position on what rules design core understanding made a (trad?) RPG and what rules design additions branched off storytelling games can largely be boiled down the above distinction. So, if you're making an argument to convince me, and I am open to any collegial discussion along those lines, I'll likely refer back to that core discussion point. [/QUOTE]
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