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General Tabletop Discussion
*Dungeons & Dragons
Persuasion - How powerful do you allow it to be?
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<blockquote data-quote="Celebrim" data-source="post: 7645425" data-attributes="member: 4937"><p>This would be like suggesting that the best way to determine how wide the ocean is is by seeing if the jump check to cross it succeeds. </p><p></p><p>It sounds really cool to suggest the rules always determine the fiction rather than the fiction determining the rules, until you really start having to deal with the implications of that and the Bizarro World that inevitably results. If you put all the effects before the causes and then retconn everything to try to match the results, don't expect to end up with logical consistency. </p><p></p><p>Much of the purpose of having rules in an RPG is to ensure that the results of the process match expectations. If the rules consistently produce results at odds with expectations, then the game will feel silly and comedic. Moreover, if you prioritize the rules ahead of the fiction, don't expect players to do anything but manipulate the rules rather than the fiction.</p><p></p><p>Which, ironically, is precisely why FATE based games despite the intention to prioritize the story tend to produce such bad stories.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7645425, member: 4937"] This would be like suggesting that the best way to determine how wide the ocean is is by seeing if the jump check to cross it succeeds. It sounds really cool to suggest the rules always determine the fiction rather than the fiction determining the rules, until you really start having to deal with the implications of that and the Bizarro World that inevitably results. If you put all the effects before the causes and then retconn everything to try to match the results, don't expect to end up with logical consistency. Much of the purpose of having rules in an RPG is to ensure that the results of the process match expectations. If the rules consistently produce results at odds with expectations, then the game will feel silly and comedic. Moreover, if you prioritize the rules ahead of the fiction, don't expect players to do anything but manipulate the rules rather than the fiction. Which, ironically, is precisely why FATE based games despite the intention to prioritize the story tend to produce such bad stories. [/QUOTE]
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Persuasion - How powerful do you allow it to be?
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