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<blockquote data-quote="pemerton" data-source="post: 7741930" data-attributes="member: 42582"><p>Likewise, but I think for different reasons.</p><p></p><p>I'm not sure I follow your reasoning as to why the duke is pathetic. One way duke's get things done is by persuading others to do them; which is exactly what is being suggested in the example (ie the duke persuades the PCs to help).</p><p></p><p>Well, like I said, I'm not talking about the PC's self-conception, I'm talking about the player's conception of his/her character (so the "I" in "I'm the toughest guy there is" is doubly-referring, to both player and PC - I think this is pretty common in 1st person RPGing conversation.)</p><p></p><p>Being the toughest guy there is doesn't mean that I can shrug of anything - there might be some blows so heavy even the toughest guy there is can't handle them. But clearly (just to pick on an easy D&D example) the <em>toughest guy there is</em> isn't going to beaten by a kobold in a wrestling or boxing match!</p><p></p><p>If the system allows that conception of the character to be refuted (eg because the PC <em>does</em> get beaten by a kobold in a wrestling match) then that is something that is important to me about the system. Like I tried to explain upthread, it's not a reason I won't like the system, but I want the system to be <em>deliberate</em> in the way it lets this happen. <em>Deliberate</em> isn't very precise here, and is a bit metaphorical, but I hope the earlier post gives some idea of what I mean. An example of a system that is <em>non-deliberate</em> in this respect would be Moldvay Basic, and other low-level D&D other than 4e.</p><p></p><p>What produced the tone of puzzlement in my earlier posts, that you remarked upon, is that while I can read your words, and (as best I can tell) I can understand them, I'm having trouble grasping the aesthetic perspective that (A) doesn't, in general, care about protecting the player's conception of the PC, but (B) does get ultra-protective about it if (i) the aspect of that conception is <em>what the PC thinks and feels</em>, and (ii) the possible refutation is not coming from what, in the fiction, is a magical source.</p><p></p><p>I'm not feeling the aesthetic significance of these particular points of demarcation - your <em>categorization</em>.</p><p></p><p>(Of course, you're not under any obligation to explain/elaborate if you don't care to! I'm just trying to answer your question about puzzlement.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7741930, member: 42582"] Likewise, but I think for different reasons. I'm not sure I follow your reasoning as to why the duke is pathetic. One way duke's get things done is by persuading others to do them; which is exactly what is being suggested in the example (ie the duke persuades the PCs to help). Well, like I said, I'm not talking about the PC's self-conception, I'm talking about the player's conception of his/her character (so the "I" in "I'm the toughest guy there is" is doubly-referring, to both player and PC - I think this is pretty common in 1st person RPGing conversation.) Being the toughest guy there is doesn't mean that I can shrug of anything - there might be some blows so heavy even the toughest guy there is can't handle them. But clearly (just to pick on an easy D&D example) the [I]toughest guy there is[/I] isn't going to beaten by a kobold in a wrestling or boxing match! If the system allows that conception of the character to be refuted (eg because the PC [I]does[/I] get beaten by a kobold in a wrestling match) then that is something that is important to me about the system. Like I tried to explain upthread, it's not a reason I won't like the system, but I want the system to be [I]deliberate[/I] in the way it lets this happen. [I]Deliberate[/I] isn't very precise here, and is a bit metaphorical, but I hope the earlier post gives some idea of what I mean. An example of a system that is [I]non-deliberate[/I] in this respect would be Moldvay Basic, and other low-level D&D other than 4e. What produced the tone of puzzlement in my earlier posts, that you remarked upon, is that while I can read your words, and (as best I can tell) I can understand them, I'm having trouble grasping the aesthetic perspective that (A) doesn't, in general, care about protecting the player's conception of the PC, but (B) does get ultra-protective about it if (i) the aspect of that conception is [I]what the PC thinks and feels[/I], and (ii) the possible refutation is not coming from what, in the fiction, is a magical source. I'm not feeling the aesthetic significance of these particular points of demarcation - your [I]categorization[/I]. (Of course, you're not under any obligation to explain/elaborate if you don't care to! I'm just trying to answer your question about puzzlement.) [/QUOTE]
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