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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8120484" data-attributes="member: 82106"><p>Right, and one thing I think should be emphasized is that elements, such as the "choices are supposed to matter" you list below DO NOT APPLY in all games. Examples:</p><p>My Life With Master - the fate of the PC(s) is decided from the start, and is unescapable. </p><p>Paranoia - The only choice you have is possibly how you die, but usually not even that. The whole POINT of the game is powerlessness.</p><p>Toon - There simply are no consequences in this game. There is fiction evolution, but PCs have fixed characteristics and no permanent consequences ever happen. </p><p></p><p>I would venture that these are slightly out of the mainstream of RPGs, but are well-known games which have been played and reprinted many times.</p><p></p><p>Note how in DW this concept meshes with the 'Spout Lore' and 'Discern Realities' moves, which REQUIRE the GM to give the player knowledge! The associated check only determines HOW USEFUL that knowledge will be within the specific context of an existing problem.</p><p></p><p>I think this is self-evident. Certainly if it isn't true, then we have all been wasting a LOT of time on these forums for the last (in my case) 12 years...</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8120484, member: 82106"] Right, and one thing I think should be emphasized is that elements, such as the "choices are supposed to matter" you list below DO NOT APPLY in all games. Examples: My Life With Master - the fate of the PC(s) is decided from the start, and is unescapable. Paranoia - The only choice you have is possibly how you die, but usually not even that. The whole POINT of the game is powerlessness. Toon - There simply are no consequences in this game. There is fiction evolution, but PCs have fixed characteristics and no permanent consequences ever happen. I would venture that these are slightly out of the mainstream of RPGs, but are well-known games which have been played and reprinted many times. Note how in DW this concept meshes with the 'Spout Lore' and 'Discern Realities' moves, which REQUIRE the GM to give the player knowledge! The associated check only determines HOW USEFUL that knowledge will be within the specific context of an existing problem. I think this is self-evident. Certainly if it isn't true, then we have all been wasting a LOT of time on these forums for the last (in my case) 12 years... [/QUOTE]
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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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