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Judgement calls vs "railroading"
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<blockquote data-quote="pemerton" data-source="post: 7076527" data-attributes="member: 42582"><p>They can be. Eg Character Burner (for BW revised), p 32; and BW rev, p 56:</p><p></p><p style="margin-left: 20px">I shall rule this city from the Black Wizard's Tower as Master Assassin.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">I will one day restore my wife's life.</p><p></p><p>But they don't have to be. One of the Beliefs of the wizard/assassin in our game (who was a PC, but has moved to NPC status) is <em>Don't get in my way</em>. (Another of hers <em>is </em>a goal: <em>I will find and flay my former master, and send his soul to . . .</em>.</p><p></p><p>A Belief that is not a goal tends to be hard to close off, and hence hard to earn a Persona point for resolving. The Adventure Burner describes them as "Fate mines", because you play off them in the game and earn a Fate Point. The snake-handler shamanistic PC in my game has the Belief "Sorcery is the venom of the fangless" - when he does magical stuff to advance his interests, protect himself, etc, then he gets a Fate point.</p><p></p><p>In my experience, it can take a bit of time to settle on a good set of Beliefs that make a character work, both in itself and in interaction with the other PCs.</p><p></p><p>A player should expect the ingame situation to bring his/her PC's beliefs into conflict. That's part of the point of play. Players should also expect a degree of conflict between PCs - I wouldn't necesssarily say that's part of the point of play, but it's an obvious way to increase the pressure on the PCs (and thereby the players).</p><p></p><p>The third Belief of the wizard/assassin is that <em>Companions are like tools - useful, but not always reliable</em>. That's pretty much guaranteed to produce moments of tension or conflict with other PCs.</p><p></p><p>One mechanical feature of BW, that differentiates it from (say) 4e, is that it has very robust mechanics for resolving PC vs PC conflict (whether physical, magical or social). Which means these conflicts can be incorporated into the play of the game, rather than causing it to grind to a halt.</p><p></p><p>For instance, when the black arrows were discovered, and the apparent truth about the brother's evil thereby revealed, the wizard/assassin (with help from the elven ronin) persuaded the mage that he had to give up the attempt to redeem his brother, and instead help her to find and kill him (she promised, in return, to help wreak vengeance on the balrog). Mechanically, this was handled as a Duel of Wits between the two PCs (with the ronin providing helping dice to the wizard/assassin).</p></blockquote><p></p>
[QUOTE="pemerton, post: 7076527, member: 42582"] They can be. Eg Character Burner (for BW revised), p 32; and BW rev, p 56: [indent]I shall rule this city from the Black Wizard's Tower as Master Assassin. I will one day restore my wife's life.[/indent] But they don't have to be. One of the Beliefs of the wizard/assassin in our game (who was a PC, but has moved to NPC status) is [I]Don't get in my way[/I]. (Another of hers [I]is [/I]a goal: [I]I will find and flay my former master, and send his soul to . . .[/I]. A Belief that is not a goal tends to be hard to close off, and hence hard to earn a Persona point for resolving. The Adventure Burner describes them as "Fate mines", because you play off them in the game and earn a Fate Point. The snake-handler shamanistic PC in my game has the Belief "Sorcery is the venom of the fangless" - when he does magical stuff to advance his interests, protect himself, etc, then he gets a Fate point. In my experience, it can take a bit of time to settle on a good set of Beliefs that make a character work, both in itself and in interaction with the other PCs. A player should expect the ingame situation to bring his/her PC's beliefs into conflict. That's part of the point of play. Players should also expect a degree of conflict between PCs - I wouldn't necesssarily say that's part of the point of play, but it's an obvious way to increase the pressure on the PCs (and thereby the players). The third Belief of the wizard/assassin is that [I]Companions are like tools - useful, but not always reliable[/I]. That's pretty much guaranteed to produce moments of tension or conflict with other PCs. One mechanical feature of BW, that differentiates it from (say) 4e, is that it has very robust mechanics for resolving PC vs PC conflict (whether physical, magical or social). Which means these conflicts can be incorporated into the play of the game, rather than causing it to grind to a halt. For instance, when the black arrows were discovered, and the apparent truth about the brother's evil thereby revealed, the wizard/assassin (with help from the elven ronin) persuaded the mage that he had to give up the attempt to redeem his brother, and instead help her to find and kill him (she promised, in return, to help wreak vengeance on the balrog). Mechanically, this was handled as a Duel of Wits between the two PCs (with the ronin providing helping dice to the wizard/assassin). [/QUOTE]
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