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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="prabe" data-source="post: 8006290" data-attributes="member: 7016699"><p>I wasn't saying it was likely. I was saying it was plausible. I was kinda hoping you'd think about (and explain--thanks for doing that) how the situation could be handled <strong>if it arose</strong> in those other games.</p><p></p><p></p><p></p><p>I can see how you might understand it that way, but my intended meaning was that the game/fiction would allow for the characters (or the rest of the party) to arrange their escape--as you proceed to demonstrate. I'm not surprised that PbtA games have such mechanics, as well, given how they seem to be focused around complications--and being captured seems as though it could be a complication.</p><p></p><p>Prince Valiant has a different mechanical framework from BW, but one option for a player in possession of a Storyteller Certificate is to Find and Escape Route or Escape Bonds. From p 45 of my imprint:</p><p></p><p></p><p></p><p>Well, yes, that's apparently the more common thought. I admitted that I have a tendency to think backward and end up in strange places. I've had a player tell me point-blank he didn't ever want to play in a dungeon-crawl if I ever wrote one, specifically because I think so strangely. (NARRATOR: He's playing in a dungeon-crawl that I wrote. He has described it as "nightmare-fuel.")</p><p></p><p>As to what the GM has in mind: Maybe it's how the GM prepped the character. A GM might prep the character as reacting to insults by cowering in the corner and crying for his mommy. A GM might prep the character as reacting to the insults by havng the offending characters imprisoned or exiled. A GM might prep the character in any number of ways, and could then have that character behave according to its nature, as prepped. If the PCs know about the character's nature, they can behave accordingly; it seems from the OP that they at least had the opportunity to learn about the NPC's nature, and behaved the way they did anyway.</p></blockquote><p></p>
[QUOTE="prabe, post: 8006290, member: 7016699"] I wasn't saying it was likely. I was saying it was plausible. I was kinda hoping you'd think about (and explain--thanks for doing that) how the situation could be handled [B]if it arose[/B] in those other games. I can see how you might understand it that way, but my intended meaning was that the game/fiction would allow for the characters (or the rest of the party) to arrange their escape--as you proceed to demonstrate. I'm not surprised that PbtA games have such mechanics, as well, given how they seem to be focused around complications--and being captured seems as though it could be a complication. Prince Valiant has a different mechanical framework from BW, but one option for a player in possession of a Storyteller Certificate is to Find and Escape Route or Escape Bonds. From p 45 of my imprint: Well, yes, that's apparently the more common thought. I admitted that I have a tendency to think backward and end up in strange places. I've had a player tell me point-blank he didn't ever want to play in a dungeon-crawl if I ever wrote one, specifically because I think so strangely. (NARRATOR: He's playing in a dungeon-crawl that I wrote. He has described it as "nightmare-fuel.") As to what the GM has in mind: Maybe it's how the GM prepped the character. A GM might prep the character as reacting to insults by cowering in the corner and crying for his mommy. A GM might prep the character as reacting to the insults by havng the offending characters imprisoned or exiled. A GM might prep the character in any number of ways, and could then have that character behave according to its nature, as prepped. If the PCs know about the character's nature, they can behave accordingly; it seems from the OP that they at least had the opportunity to learn about the NPC's nature, and behaved the way they did anyway. [/QUOTE]
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