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Just One More Thing: The Power of "No" in Design (aka, My Fun, Your Fun, and BadWrongFun)
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<blockquote data-quote="Fenris-77" data-source="post: 7890828" data-attributes="member: 6993955"><p>I think there's some middle ground here. If we set aside the 'best in the land' part for a second I'll take a stab at rewording DEFCONs point. There are a lot of players who pretty much auto-plan their feat tree as part of their concept. They want their character to the best they can be at the thing they are designed to be good at. I don't have a problem with that - you use the tools you have at hand and those players are approaching their character mechanically. However, you can also approach the character from the other end. Here i'm going to change the rhetoric a little, let's say the character's belief is "I am a deadly swordsman and I will prove myself the best in the land". That's a really cool character belief (like Burning Wheel good). I completely agree with DEFCON's take on how that belief works from a narrative perspective at the table as well. You don't <em>need</em> any mechanical support to do things this way. but that wasn't the point - the point was that the narrative side, the character belief side, is (or can be) a much more potent way of realizing that concept at the table. Obviously you need some mechanics in place, and good decisions about character build will help, but it doesn't need to be optimized.</p><p></p><p>[USER=7006]@DEFCON 1[/USER] - If I've dropped the ball on what you were trying to say please chime in.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7890828, member: 6993955"] I think there's some middle ground here. If we set aside the 'best in the land' part for a second I'll take a stab at rewording DEFCONs point. There are a lot of players who pretty much auto-plan their feat tree as part of their concept. They want their character to the best they can be at the thing they are designed to be good at. I don't have a problem with that - you use the tools you have at hand and those players are approaching their character mechanically. However, you can also approach the character from the other end. Here i'm going to change the rhetoric a little, let's say the character's belief is "I am a deadly swordsman and I will prove myself the best in the land". That's a really cool character belief (like Burning Wheel good). I completely agree with DEFCON's take on how that belief works from a narrative perspective at the table as well. You don't [I]need[/I] any mechanical support to do things this way. but that wasn't the point - the point was that the narrative side, the character belief side, is (or can be) a much more potent way of realizing that concept at the table. Obviously you need some mechanics in place, and good decisions about character build will help, but it doesn't need to be optimized. [USER=7006]@DEFCON 1[/USER] - If I've dropped the ball on what you were trying to say please chime in. [/QUOTE]
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Just One More Thing: The Power of "No" in Design (aka, My Fun, Your Fun, and BadWrongFun)
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