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<blockquote data-quote="5ekyu" data-source="post: 7800814" data-attributes="member: 6919838"><p>I agree with this in that games seem to be including different scene selections and presentations depending on the playstyle.</p><p></p><p>But this part still to me points to an issue of perception. </p><p></p><p>"I don't miss that my players ask for rolls, fail, and give me the opportunity to create new fiction to describe their failures because my method does this well, just in a different context. My method creates consequence based on what the players express rather then what I, as DM, think."</p><p></p><p>My initial thought was "but so do games like mine where a chsracter's failed action (roll) does indeed open up the setbacks of FM choice - since its what the character is doing that is starting the event and the consequences will follow to some degree from that. When my PC fails his insight check lie detector roll in a bar and gets some good info but not all of it he could <em>and</em> gets pickpocketed while distracted - its coming from the character's actions and the player's choices yo perform that action.</p><p></p><p>But then it did hit me... it is different. My reference was over and over to "the character action" not ""consequence based on what the players express" and to whatever degree that is important, it <strong>seems</strong> like a notable difference. </p><p></p><p>Like I said, in my games I present very few scene of significance where success or failure matters much <em>and</em> anybody can succeed. So, it more often comes fine to the choices, actions and the PCs who do them more that what the players "express". </p><p></p><p>This gets a bit back to the " meaningful consequence" paragraph where it mentions success without referencing the sheet even. Those exist in my gsme, they just dont get screen time worth noting and aren't key moments.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7800814, member: 6919838"] I agree with this in that games seem to be including different scene selections and presentations depending on the playstyle. But this part still to me points to an issue of perception. "I don't miss that my players ask for rolls, fail, and give me the opportunity to create new fiction to describe their failures because my method does this well, just in a different context. My method creates consequence based on what the players express rather then what I, as DM, think." My initial thought was "but so do games like mine where a chsracter's failed action (roll) does indeed open up the setbacks of FM choice - since its what the character is doing that is starting the event and the consequences will follow to some degree from that. When my PC fails his insight check lie detector roll in a bar and gets some good info but not all of it he could [I]and[/I] gets pickpocketed while distracted - its coming from the character's actions and the player's choices yo perform that action. But then it did hit me... it is different. My reference was over and over to "the character action" not ""consequence based on what the players express" and to whatever degree that is important, it [B]seems[/B] like a notable difference. Like I said, in my games I present very few scene of significance where success or failure matters much [I]and[/I] anybody can succeed. So, it more often comes fine to the choices, actions and the PCs who do them more that what the players "express". This gets a bit back to the " meaningful consequence" paragraph where it mentions success without referencing the sheet even. Those exist in my gsme, they just dont get screen time worth noting and aren't key moments. [/QUOTE]
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