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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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<blockquote data-quote="Aldarc" data-source="post: 7559351" data-attributes="member: 5142"><p>First, I am incredibly thankful for [MENTION=16814]Ovinomancer[/MENTION]'s cogent response. I hope that clarifies some of the matters for you. But I hope that I can expand on that excellent post with some additional points of my own. </p><p></p><p>Sure. But one of the interesting things about Blades is the decision of what Action (out of typically 12 total) to use for a situation rests with the player. The GM does not get to decide that. In a game of Blades the player could decide to use Sway (i.e., Persuasion/Diplomacy) or maybe Command, though the GM may believe that Sway would actually be more effective than Command. The PC could even try to use Wreck if the player felt that if Frost Giants would show greater respect with a show of force or strength, which may or not be true depending on the GM's sense of the fiction. An example from the BitD SRD: </p><p></p><p></p><p>This is where Effect would come into play. One example they use is that a character could attack a stone wall. There is no "Hard No" with that action; however, using a standard side arm weapon, the Effect would be Limited, if not negligible. But this would likely be understood through the conversation between the GM and players. </p><p></p><p>I apologize for not explaining clocks. I was in a bit of a rush to wrap things up. Here I will quote Ovinomancer's explanation so that it's readily available.I mentioned Countdown Clocks for the Frost Giant encounter because it would have been one possible way to adjudicate the stakes of the negotiations. The PC had something the FG wanted, and the FG had something the PC wanted. Their interactions and the Countdown clock make the stakes become clearer for the PC such that the issue becomes less a matter of pulling the rug out from under the PC by having the PC's heirloom taken.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7559351, member: 5142"] First, I am incredibly thankful for [MENTION=16814]Ovinomancer[/MENTION]'s cogent response. I hope that clarifies some of the matters for you. But I hope that I can expand on that excellent post with some additional points of my own. Sure. But one of the interesting things about Blades is the decision of what Action (out of typically 12 total) to use for a situation rests with the player. The GM does not get to decide that. In a game of Blades the player could decide to use Sway (i.e., Persuasion/Diplomacy) or maybe Command, though the GM may believe that Sway would actually be more effective than Command. The PC could even try to use Wreck if the player felt that if Frost Giants would show greater respect with a show of force or strength, which may or not be true depending on the GM's sense of the fiction. An example from the BitD SRD: This is where Effect would come into play. One example they use is that a character could attack a stone wall. There is no "Hard No" with that action; however, using a standard side arm weapon, the Effect would be Limited, if not negligible. But this would likely be understood through the conversation between the GM and players. I apologize for not explaining clocks. I was in a bit of a rush to wrap things up. Here I will quote Ovinomancer's explanation so that it's readily available.I mentioned Countdown Clocks for the Frost Giant encounter because it would have been one possible way to adjudicate the stakes of the negotiations. The PC had something the FG wanted, and the FG had something the PC wanted. Their interactions and the Countdown clock make the stakes become clearer for the PC such that the issue becomes less a matter of pulling the rug out from under the PC by having the PC's heirloom taken. [/QUOTE]
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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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