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"He's beyond my healing ability..."
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<blockquote data-quote="Nagol" data-source="post: 5621954" data-attributes="member: 23935"><p>Player 1 <describes scene></p><p>Player 2: "I try X."</p><p>Player 1: "It doesn't work. Tell me why."</p><p></p><p></p><p>I've played shared narrative games and I'm having trouble thinking of one where the above sequence has happened. I've seen some games where the narrative is formed by players using meta-game resources like cards then describing the in-game effect (so a player may play a Complication or Block on another player's attempt), but the blocking player usually has to come up with the rationale. Dismissing a player's attempt and then forcing that player to come up with the rationale for why he's been stymied is begging for the player to try to assert control to reach the goal he originally had. If not through direct negation then through reach-arounds of the original scene.</p><p></p><p>"The healing doesn't work because on closer examination the 'wounds' are simply cosmetic and he isn't in any danger just in shock and scared."</p><p></p><p>"The healing doesn't work because the wounds aren't real -- they are part of a costume for a stage act. He is simply out of breath."</p><p></p><p>"The healing doesn't work because he is actually my patron deity testing my charity towards a dying man."</p><p></p><p>"The healing doesn't work because he regenerates before the spell is applied."</p></blockquote><p></p>
[QUOTE="Nagol, post: 5621954, member: 23935"] Player 1 <describes scene> Player 2: "I try X." Player 1: "It doesn't work. Tell me why." I've played shared narrative games and I'm having trouble thinking of one where the above sequence has happened. I've seen some games where the narrative is formed by players using meta-game resources like cards then describing the in-game effect (so a player may play a Complication or Block on another player's attempt), but the blocking player usually has to come up with the rationale. Dismissing a player's attempt and then forcing that player to come up with the rationale for why he's been stymied is begging for the player to try to assert control to reach the goal he originally had. If not through direct negation then through reach-arounds of the original scene. "The healing doesn't work because on closer examination the 'wounds' are simply cosmetic and he isn't in any danger just in shock and scared." "The healing doesn't work because the wounds aren't real -- they are part of a costume for a stage act. He is simply out of breath." "The healing doesn't work because he is actually my patron deity testing my charity towards a dying man." "The healing doesn't work because he regenerates before the spell is applied." [/QUOTE]
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