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<blockquote data-quote="hawkeyefan" data-source="post: 8978951" data-attributes="member: 6785785"><p>Well it's up to the player to decide. Sometimes there may be a choice that's clearly in-character, but at the same time, people can be very surprising. So what the character wants is always going to be up to the player. They can justify it one way or another. </p><p></p><p>But, I do think there's a level of honesty or integrity to do what you think the character would do and then stick to it. Especially since the player is largely responsible for deciding what the character cares about. </p><p></p><p></p><p></p><p>I don't think that giving the player a choice is awful at all, nor do I think that the choice must be only at the character or player level and not both. </p><p></p><p>In the example I just shared in my last post from my Spire game, it was largely the player's choice. Let the character die as the dice have determined, or defy death and come back changed. He asked what the change would be, and we discussed it and came up with something fitting, and then he chose that. In the fiction, we established an explanation for it, and so that's what the characters experienced. </p><p></p><p>This discussion about death as a consequence seems to me to be largely focused on the player... that it's consequential for a player to lose a beloved character, as [USER=4937]@Celebrim[/USER] described. It would seem weird to me then to try and remove the player from the choice entirely. Certainly the choice is what would make it consequential for the player. </p><p></p><p></p><p></p><p>I don't know. I think most of the consequences you listed were either equivalent of character death (like petrification) or were temporary or possibly easily mitigated (level loss, ability loss). </p><p></p><p>I tend to think of consequences being moer about what the player and character care about. </p><p></p><p></p><p></p><p>That's possible, sure. I think this is the kind of thing to discuss at session zero... the likelihood of this based on the rules, and how it's to be handled if/when it happens.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8978951, member: 6785785"] Well it's up to the player to decide. Sometimes there may be a choice that's clearly in-character, but at the same time, people can be very surprising. So what the character wants is always going to be up to the player. They can justify it one way or another. But, I do think there's a level of honesty or integrity to do what you think the character would do and then stick to it. Especially since the player is largely responsible for deciding what the character cares about. I don't think that giving the player a choice is awful at all, nor do I think that the choice must be only at the character or player level and not both. In the example I just shared in my last post from my Spire game, it was largely the player's choice. Let the character die as the dice have determined, or defy death and come back changed. He asked what the change would be, and we discussed it and came up with something fitting, and then he chose that. In the fiction, we established an explanation for it, and so that's what the characters experienced. This discussion about death as a consequence seems to me to be largely focused on the player... that it's consequential for a player to lose a beloved character, as [USER=4937]@Celebrim[/USER] described. It would seem weird to me then to try and remove the player from the choice entirely. Certainly the choice is what would make it consequential for the player. I don't know. I think most of the consequences you listed were either equivalent of character death (like petrification) or were temporary or possibly easily mitigated (level loss, ability loss). I tend to think of consequences being moer about what the player and character care about. That's possible, sure. I think this is the kind of thing to discuss at session zero... the likelihood of this based on the rules, and how it's to be handled if/when it happens. [/QUOTE]
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