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<blockquote data-quote="Balesir" data-source="post: 6782745" data-attributes="member: 27160"><p>It's actually easy to avoid contradiction without a single authority. You just undertake (as a <strong>rule</strong>) not to contradict anything that has been stated as true in the game. You also, by implication, agree not to assume that anything that has <em>not</em> been said is necessarily true.</p><p></p><p></p><p><a href="http://universalisrpg.com/" target="_blank">Universalis</a> is a bit of an extreme case (and is probably a good example of a game you would hate - just as a warning <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ). It is a roleplaying game (in that you play the roles of characters - possibly more than one in a single scene) that has what are normally GM tasks handled by the players. Resources ("coins") are spent to add "facts" into the story and game world. One coin creates a character with a function; a second coin adds a name... and so on. One coin lets you take control of any introduced character and play them as you would a PC (until someone else takes them off you - which you can resist with coins).</p><p></p><p>The mechanism for consistency fits into the resolution of contests (which occur between players, as opposed to conflicts, which involve characters), which is done by simple bidding of coins (anyone may bid on either side). Consistency is encouraged in that bids supported by pre-existing "facts" are doubled in the contest. If enough players either support or are not bothered about the break with earlier "truth" it can pass, but if it's a "truth" players care about it's generally impossible to overturn it.</p><p></p><p>Edited to add: <a href="http://www.boardgamegeek.com/thread/131326/heres-story-about-lovely-game" target="_blank">here</a> is a review of Universalis on Boardgame Geek, of all places...</p></blockquote><p></p>
[QUOTE="Balesir, post: 6782745, member: 27160"] It's actually easy to avoid contradiction without a single authority. You just undertake (as a [b]rule[/b]) not to contradict anything that has been stated as true in the game. You also, by implication, agree not to assume that anything that has [i]not[/i] been said is necessarily true. [URL="http://universalisrpg.com/"]Universalis[/URL] is a bit of an extreme case (and is probably a good example of a game you would hate - just as a warning :) ). It is a roleplaying game (in that you play the roles of characters - possibly more than one in a single scene) that has what are normally GM tasks handled by the players. Resources ("coins") are spent to add "facts" into the story and game world. One coin creates a character with a function; a second coin adds a name... and so on. One coin lets you take control of any introduced character and play them as you would a PC (until someone else takes them off you - which you can resist with coins). The mechanism for consistency fits into the resolution of contests (which occur between players, as opposed to conflicts, which involve characters), which is done by simple bidding of coins (anyone may bid on either side). Consistency is encouraged in that bids supported by pre-existing "facts" are doubled in the contest. If enough players either support or are not bothered about the break with earlier "truth" it can pass, but if it's a "truth" players care about it's generally impossible to overturn it. Edited to add: [URL="http://www.boardgamegeek.com/thread/131326/heres-story-about-lovely-game"]here[/URL] is a review of Universalis on Boardgame Geek, of all places... [/QUOTE]
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