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How to Fix a Slavery situation without murder? (Solved!)
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<blockquote data-quote="Mallus" data-source="post: 2019299" data-attributes="member: 3887"><p>The road to high adventure is usually paved with a similar surfacing material...</p><p></p><p></p><p>Too much "thinking things through" isn't (usually) genre-appropriate. This is heroic action-fantasy. A small number of absurdly powerful and lucky individuals do ludricrously dangerous things that alter the course of history...</p><p></p><p>That isn't to say there shouldn't be repurcussions for the players rash actions. Just that the consequences lead to another set of potentially surmountable challenges, not some loss-state where the 'wrong' choice effectively wrecks the game. </p><p></p><p>At some very basic level, all heroic adventure stories are dumb, be they fantasy, SF, hard-boiled detective, etc. The heroic narrative model requires that a few special people take enormous risks against overwhelming odds, with a reasonable chance of the story continuing.</p><p></p><p>Debating that is akin to pointing out that its stupid for the captain and the highest-ranking officers aboard the Enterprise always lead dangerous away missions. Of course its stupid. But it makes the story possible... stories which frequently make sense, so long as you overlook the initial conceit...</p><p></p><p>Put another away, the simulation element of a game should serve player enjoyment.</p></blockquote><p></p>
[QUOTE="Mallus, post: 2019299, member: 3887"] The road to high adventure is usually paved with a similar surfacing material... Too much "thinking things through" isn't (usually) genre-appropriate. This is heroic action-fantasy. A small number of absurdly powerful and lucky individuals do ludricrously dangerous things that alter the course of history... That isn't to say there shouldn't be repurcussions for the players rash actions. Just that the consequences lead to another set of potentially surmountable challenges, not some loss-state where the 'wrong' choice effectively wrecks the game. At some very basic level, all heroic adventure stories are dumb, be they fantasy, SF, hard-boiled detective, etc. The heroic narrative model requires that a few special people take enormous risks against overwhelming odds, with a reasonable chance of the story continuing. Debating that is akin to pointing out that its stupid for the captain and the highest-ranking officers aboard the Enterprise always lead dangerous away missions. Of course its stupid. But it makes the story possible... stories which frequently make sense, so long as you overlook the initial conceit... Put another away, the simulation element of a game should serve player enjoyment. [/QUOTE]
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How to Fix a Slavery situation without murder? (Solved!)
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