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Constellation of Complications
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<blockquote data-quote="kenada" data-source="post: 8382370" data-attributes="member: 70468"><p>Is the video fair game to discuss or link? I started to rewatch it, but I haven’t had a chance to finish it. The impression I got is that he was discussing the players and the constraints they create. Players don’t have the same list of principles. Nothing stops me from just inventing a reason why we can do what we want. We’ve done it repeatedly in our Scum and Villainy game.</p><p></p><p>I’ve completely screwed up the mission. I was supposed to get the codes by seducing someone, but I decided to go after someone else instead. I patched over it with a flashback. While the rest of our crew was getting out, I caused a ton of chaos (shooting the intercom worked about as well as it did in <em>Star Wars</em>), but we patched over it with a clever response. When the guards came, I jumped off the building because I could retroactively establish a safety net.</p><p></p><p>While the GM may have principles for how they go about their business, I don’t see how that can be used to create constraints from what the players do. It seems fundamental to the game that you can do whatever because that’s what a flashback is about. You didn’t plan properly, so make up how you can continue. In fact, the less fiction you establish, the better <em>because</em> the only constraint is that you can’t contradict established events.</p><p></p><p>When I reflect on our missions and the consequences our actions have had, they’ve always been reflected in the “super structure”. We got a ton of heat, or we pissed off some faction, or whatever. Last session, our ship got impounded because our mission to steal a drug shipment from the Cobalt Syndicate. We’ll get it back, and the exercise will be in determining how crazily that goes (but we <em>will</em> get it back, assuming we ever have another session).</p><p></p><p>While I’m not as high on Scum and Villainy (or FitD systems) as others, but I’m also not as down on it as the analyst in said video. I’m fine with the caper being about how we make a mess of things for the rest of the game. I actually think the suggestion of just rolling for the caper (as is suggested) would be boring.</p></blockquote><p></p>
[QUOTE="kenada, post: 8382370, member: 70468"] Is the video fair game to discuss or link? I started to rewatch it, but I haven’t had a chance to finish it. The impression I got is that he was discussing the players and the constraints they create. Players don’t have the same list of principles. Nothing stops me from just inventing a reason why we can do what we want. We’ve done it repeatedly in our Scum and Villainy game. I’ve completely screwed up the mission. I was supposed to get the codes by seducing someone, but I decided to go after someone else instead. I patched over it with a flashback. While the rest of our crew was getting out, I caused a ton of chaos (shooting the intercom worked about as well as it did in [I]Star Wars[/I]), but we patched over it with a clever response. When the guards came, I jumped off the building because I could retroactively establish a safety net. While the GM may have principles for how they go about their business, I don’t see how that can be used to create constraints from what the players do. It seems fundamental to the game that you can do whatever because that’s what a flashback is about. You didn’t plan properly, so make up how you can continue. In fact, the less fiction you establish, the better [I]because[/I] the only constraint is that you can’t contradict established events. When I reflect on our missions and the consequences our actions have had, they’ve always been reflected in the “super structure”. We got a ton of heat, or we pissed off some faction, or whatever. Last session, our ship got impounded because our mission to steal a drug shipment from the Cobalt Syndicate. We’ll get it back, and the exercise will be in determining how crazily that goes (but we [I]will[/I] get it back, assuming we ever have another session). While I’m not as high on Scum and Villainy (or FitD systems) as others, but I’m also not as down on it as the analyst in said video. I’m fine with the caper being about how we make a mess of things for the rest of the game. I actually think the suggestion of just rolling for the caper (as is suggested) would be boring. [/QUOTE]
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