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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Ovinomancer" data-source="post: 8007734" data-attributes="member: 16814"><p>You again trot out the turtles all the way down despite no one advocating for this at all. Why?</p><p></p><p>Of course the Captain isn't going to flip just because the players ask (although, there's no example of play given in this thread except yours where this is an ask, so you've invented the problem you're solving). The Captain flips because a player succeeded at a check and that fiction makes sense to the GM in the moment. Why does the Captain flip? PC success. I don't need to have determined beforehand all the possibly ways the Captain might be susceptible to flipping. Why? Because he just flipped (it's in the fiction), so there must be a reason, which I can plausibly invent if necessary. It could be anything your conjecture above, or something else entirely. What it isn't is important when deciding if the Captain flips to begin with.</p><p></p><p>What you're doing is presenting a case where everything with all possible NPCs must be prepared ahead of time so that the GM can read his notes and decide if a thing is possible according to them. The Captain's motivations are not written -- I think he's an invented character for the purpose of an illustration of how play can occur -- so we can invent them as necessary to play. Further, even if the Captain has notes, they're only known to the GM. Surely we aren't saying that a GM cannot change their mind and alter his notes before they're presented into play? Once in play, yes, they should remain consistent, but before that, it really doesn't matter what's in my notebook -- if a better option comes along I should take it. Slavish devotion to notes is weird.</p><p></p><p>So, you've managed to argue that people should do something no one is suggesting they do, and because you should write down all the possible NPC motivations before play and stick to them. I don't subscribe, at all.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8007734, member: 16814"] You again trot out the turtles all the way down despite no one advocating for this at all. Why? Of course the Captain isn't going to flip just because the players ask (although, there's no example of play given in this thread except yours where this is an ask, so you've invented the problem you're solving). The Captain flips because a player succeeded at a check and that fiction makes sense to the GM in the moment. Why does the Captain flip? PC success. I don't need to have determined beforehand all the possibly ways the Captain might be susceptible to flipping. Why? Because he just flipped (it's in the fiction), so there must be a reason, which I can plausibly invent if necessary. It could be anything your conjecture above, or something else entirely. What it isn't is important when deciding if the Captain flips to begin with. What you're doing is presenting a case where everything with all possible NPCs must be prepared ahead of time so that the GM can read his notes and decide if a thing is possible according to them. The Captain's motivations are not written -- I think he's an invented character for the purpose of an illustration of how play can occur -- so we can invent them as necessary to play. Further, even if the Captain has notes, they're only known to the GM. Surely we aren't saying that a GM cannot change their mind and alter his notes before they're presented into play? Once in play, yes, they should remain consistent, but before that, it really doesn't matter what's in my notebook -- if a better option comes along I should take it. Slavish devotion to notes is weird. So, you've managed to argue that people should do something no one is suggesting they do, and because you should write down all the possible NPC motivations before play and stick to them. I don't subscribe, at all. [/QUOTE]
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