hawkeyefan
Legend
So if I'm playing one of my characters (A) I'll very much care about another player's character (B) who (A) is in love with, but if I'm playing a different character (C) I might not give a flying fig about what becomes of (B) and want to kill that same player's other character (D).
But I mean you as a player, not through the lens of your character. The way you may care about characters in a book or movie, even when they may be at odds.
In theory. In practice we have game logs that largely take care of such things.
Then why worry about contradictions if you have game logs that prevent them?
For example, the player of Dwarf #1 might place a Dwarven realm in the Althasian Hills as his home. Fine...until a few years later another player running Dwarf #6 places another Dwarven realm in the Thraci Hills...meaning that Dwarves #2-5 could have been from there as well if that choice had existed at the time. Never mind that the sudden emergence of a Dwarven realm in the Thraci Hills might cause all sorts of retroactive knock-on effects elsewhere ("Crap - we were getting slaughtered near there in that Flame of Chaos adventure, we could have gone there for refuge had we known it existed!" <stink eyes all round> )
See, you’re doing exactly what I said. You’ve already created an area and then you’re trying to add something new to the area that seems incongruous. If you had not already detailed the Thraci hills, then no contradiction. If you had, then why add anything contradictory?
Not committing to everything all at once up front doesn’t mean anyone can just add anything willy-nilly.
By sheer chance and against long odds (as such things are and always have been randomly rolled for in our systems) the very first character I ever played was a high noble - a prince first in line to a throne. Not that it gave him any advantages in play -
Then why worry about a character being noble or having money? I mean you invent concerns about the game and then explain how they weren’t actually concerns when you played. It’s bonkers.
How does that not immediately put the Strife player in violation of Czege, though? The Strife player is told to ask the question/pose the problem and then to help answer/solve it.
Or is the above intended as advice for what the GM is supposed to do? In which case, the "supporting your hypothesis" clause kind of indicates the GM does have an idea in mind as to the answer before point the Strife player to the questions.
The Strife Player is the GM in Agon. So the situation on the island is decided by the Strife Player. The resolution of it is unknown to all, until it is resolved through play.
No violation of the Czege principle.