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<blockquote data-quote="Xamnam" data-source="post: 8859430" data-attributes="member: 7037765"><p>To put it as simply as possible, a meaningful consequence is something that changes the status quo in a way affects play going forward. To me, that includes change that is entirely character motivated and driven, and does not inherently require a mechanism of enforcement. Getting kicked out of a faction. Having a town's opinion of you go from friendly to neutral, or neutral to reviled. Losing precious time. Your foes escape, or become stronger. Having to live with the fact that you permanently failed in something. Needing to change your personal goal or ideology because your previous one is no longer attainable. I've seen things like these taken to heart by players, and having a visible effect on future actions.</p><p></p><p>And like I said earlier, I don't exclude death, or other stark consequences. I'm not anti-failure. I'm not advocating for inevitable success. I just think that emotional and narrative consequences are salient enough to matter for certain tables. If people respond to those, it opens up the possibility space of what the game can be.</p></blockquote><p></p>
[QUOTE="Xamnam, post: 8859430, member: 7037765"] To put it as simply as possible, a meaningful consequence is something that changes the status quo in a way affects play going forward. To me, that includes change that is entirely character motivated and driven, and does not inherently require a mechanism of enforcement. Getting kicked out of a faction. Having a town's opinion of you go from friendly to neutral, or neutral to reviled. Losing precious time. Your foes escape, or become stronger. Having to live with the fact that you permanently failed in something. Needing to change your personal goal or ideology because your previous one is no longer attainable. I've seen things like these taken to heart by players, and having a visible effect on future actions. And like I said earlier, I don't exclude death, or other stark consequences. I'm not anti-failure. I'm not advocating for inevitable success. I just think that emotional and narrative consequences are salient enough to matter for certain tables. If people respond to those, it opens up the possibility space of what the game can be. [/QUOTE]
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