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"Oddities" in fantasy settings - the case against "consistency"
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<blockquote data-quote="niklinna" data-source="post: 9251705" data-attributes="member: 71235"><p>Then the last mage dies and magic is now truly gone.</p><p></p><p></p><p>Not if all the other player characters have similar unique things and burning drives. The group will work that out, and there's totally room for other players to be supporting cast if they want to anyhow.</p><p></p><p></p><p>It is not the <strong>stated</strong> premise of the game, it is the <strong>proposed</strong>, and therefore <strong>suggested and tentative,</strong> premise of the game, which is open to twists and even outright rejection. Nick could have said "Nothing doing, I want to play in a world with magic", and the table would discuss that. The player accepting the essence of the (rather vanilla) proposition and putting a genuinely interesting twist on it should be cause for excitement and interest. Even if further discussion comes back around to "no magic at all".</p><p></p><p></p><p>See above.</p><p></p><p></p><p>No, there will be discussion to come to mutual agreement about what everyone will find enjoyable. It's not like the GM has already written (or purchased) hundreds of pages of adventure material. Burning Wheel is not that kind of game.</p><p></p><p></p><p>There was no problem to begin with.</p><p></p><p></p><p>Those sound like great avenues for discussion, once the suggested premise has in fact been accepted as fact by the whole table.</p><p></p><p></p><p>Again, it sounds to me like people have been taking "GM's proposed ideas" as "firm autocratic decisions to be accepted meekly" rather than as "laying out a beginning for a conversation".</p><p></p><p></p><p>Gollum would be <strong>amazing</strong> player-character material. He has his own drives, huge challenges to overcome, and in-game conflict is, well, the point of that game! A dynamic between player characters where one hopes Gollum is redeemable and another views him as pure liability and Gollum feels torn between hope and despair sounds pretty dang awesome. Again, for that game. I can see how that would be a problem in other kinds of games.</p><p></p><p></p><p>It was supposed to be a no-magic setting, <strong>for whom</strong>? Clearly the table's interests have wandered from the initial suggested, tentative, open-to-discussion proposal. That hypothetical situation isn't assuming an autocratic GM and players who are reactionary jerks, but a group of sociable adults having a discussion about what they'll all find fun to explore together.</p><p></p><p>Edit: Fixed a typo.</p></blockquote><p></p>
[QUOTE="niklinna, post: 9251705, member: 71235"] Then the last mage dies and magic is now truly gone. Not if all the other player characters have similar unique things and burning drives. The group will work that out, and there's totally room for other players to be supporting cast if they want to anyhow. It is not the [B]stated[/B] premise of the game, it is the [B]proposed[/B], and therefore [B]suggested and tentative,[/B] premise of the game, which is open to twists and even outright rejection. Nick could have said "Nothing doing, I want to play in a world with magic", and the table would discuss that. The player accepting the essence of the (rather vanilla) proposition and putting a genuinely interesting twist on it should be cause for excitement and interest. Even if further discussion comes back around to "no magic at all". See above. No, there will be discussion to come to mutual agreement about what everyone will find enjoyable. It's not like the GM has already written (or purchased) hundreds of pages of adventure material. Burning Wheel is not that kind of game. There was no problem to begin with. Those sound like great avenues for discussion, once the suggested premise has in fact been accepted as fact by the whole table. Again, it sounds to me like people have been taking "GM's proposed ideas" as "firm autocratic decisions to be accepted meekly" rather than as "laying out a beginning for a conversation". Gollum would be [B]amazing[/B] player-character material. He has his own drives, huge challenges to overcome, and in-game conflict is, well, the point of that game! A dynamic between player characters where one hopes Gollum is redeemable and another views him as pure liability and Gollum feels torn between hope and despair sounds pretty dang awesome. Again, for that game. I can see how that would be a problem in other kinds of games. It was supposed to be a no-magic setting, [B]for whom[/B]? Clearly the table's interests have wandered from the initial suggested, tentative, open-to-discussion proposal. That hypothetical situation isn't assuming an autocratic GM and players who are reactionary jerks, but a group of sociable adults having a discussion about what they'll all find fun to explore together. Edit: Fixed a typo. [/QUOTE]
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