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<blockquote data-quote="prabe" data-source="post: 9529565" data-attributes="member: 7016699"><p>So we're doing it this way, I guess.</p><p></p><p></p><p>Oh, please. I'm talking about something fitting the established fiction, or the theme thereof. The protagonist just kinds stumbling over people works in <em>Paradox Bound</em> but would crash and burn (at least, without a lot of work) in a mystery, and Gordon does things in his Joe the Bouncer books that teeter on the brink of implausibility--though I've read at least one Lehane novel (<em>Since We Fell</em>) that was centered around <strong>one</strong> coincidence and everything else fell out of that.</p><p></p><p></p><p>My "rationale" was that if the the game was <strong>about fate</strong> then the theme of the game might be taken to <strong>demand</strong> some wild coincidences, and even if not that, then they might be appropriate. Also, good job just blasting past the idea that even those wild coincidences need to be consistent with what's already established. Also, sometimes even in somewhat more grounded fiction, a character might have incredible luck--or a wide net of contacts, or whatever--as at least a part of their shtick, and it might make sense for things to break their way, or for them to know someone here. <em>GM introduces NPC; player does mechanically allowed game thing and says, "I went to college with him!"</em> The GM now has the challenge of running the scene, with that change, being consistent with all the things that are established--none of which necessarily needs to be anything in the way of an explanation of <em>how did the PC's college classmate wind out as a waterfront thug?</em></p></blockquote><p></p>
[QUOTE="prabe, post: 9529565, member: 7016699"] So we're doing it this way, I guess. Oh, please. I'm talking about something fitting the established fiction, or the theme thereof. The protagonist just kinds stumbling over people works in [I]Paradox Bound[/I] but would crash and burn (at least, without a lot of work) in a mystery, and Gordon does things in his Joe the Bouncer books that teeter on the brink of implausibility--though I've read at least one Lehane novel ([I]Since We Fell[/I]) that was centered around [B]one[/B] coincidence and everything else fell out of that. My "rationale" was that if the the game was [B]about fate[/B] then the theme of the game might be taken to [B]demand[/B] some wild coincidences, and even if not that, then they might be appropriate. Also, good job just blasting past the idea that even those wild coincidences need to be consistent with what's already established. Also, sometimes even in somewhat more grounded fiction, a character might have incredible luck--or a wide net of contacts, or whatever--as at least a part of their shtick, and it might make sense for things to break their way, or for them to know someone here. [I]GM introduces NPC; player does mechanically allowed game thing and says, "I went to college with him!"[/I] The GM now has the challenge of running the scene, with that change, being consistent with all the things that are established--none of which necessarily needs to be anything in the way of an explanation of [I]how did the PC's college classmate wind out as a waterfront thug?[/I] [/QUOTE]
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