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Players establishing facts about the world impromptu during play
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<blockquote data-quote="Ovinomancer" data-source="post: 8263945" data-attributes="member: 16814"><p>The ussue, as I see it, is that you're taking some experience with a superhero genre game that isn't actually about superhero stuff but about what it neans to be an emotional teenager while being a superhero, and expanded the fuzzy areas into all Story Now games. By this, you're pointing out how easily Masks just narrates past parts of the superhero genre that most other games focus on and ignoring the bits of Masks that have serious weight abd heft. Masks doesn't really care about fighting villians, so tge hiws of that are fuzzy and intentionally dealt with loosely. This is on purpose, because the point of Masks is to deal with the emotional weight of being a teenage superhero. In other words, it's not abour how you beat the villian, it's about how that makes you feel.</p><p></p><p>If you look at tge aspects of Masks tgat deal with this, there should be a good deal of weight you can't just narrate past. I can see the easy mistake, here, though.</p><p></p><p>The move you quote isn't about the player introducing complication, it's about forcing the resolution of a weighty emotional state to be not easy. We wouldn't think twice about using a superhero power that has a drawback, but requiring you to actually vent to reduce anger seems odd and asking the player to introduce complication? This analysis seems very rooted in the D&Desque construction that what the character thinks can never be outside the player's control and so any such expression is the player intentionally making things difficult by complicating the scene. It's a narrow approach that, frankly, baffles me when claimed alongside wanting to make characters feel real.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8263945, member: 16814"] The ussue, as I see it, is that you're taking some experience with a superhero genre game that isn't actually about superhero stuff but about what it neans to be an emotional teenager while being a superhero, and expanded the fuzzy areas into all Story Now games. By this, you're pointing out how easily Masks just narrates past parts of the superhero genre that most other games focus on and ignoring the bits of Masks that have serious weight abd heft. Masks doesn't really care about fighting villians, so tge hiws of that are fuzzy and intentionally dealt with loosely. This is on purpose, because the point of Masks is to deal with the emotional weight of being a teenage superhero. In other words, it's not abour how you beat the villian, it's about how that makes you feel. If you look at tge aspects of Masks tgat deal with this, there should be a good deal of weight you can't just narrate past. I can see the easy mistake, here, though. The move you quote isn't about the player introducing complication, it's about forcing the resolution of a weighty emotional state to be not easy. We wouldn't think twice about using a superhero power that has a drawback, but requiring you to actually vent to reduce anger seems odd and asking the player to introduce complication? This analysis seems very rooted in the D&Desque construction that what the character thinks can never be outside the player's control and so any such expression is the player intentionally making things difficult by complicating the scene. It's a narrow approach that, frankly, baffles me when claimed alongside wanting to make characters feel real. [/QUOTE]
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