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Realistic Consequences vs Gameplay
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<blockquote data-quote="prabe" data-source="post: 8018075" data-attributes="member: 7016699"><p>It might do, but maybe not in the way/s you think. As has emerged elsewhere in this thread, I have remarkably little problem with mind-control effects inside the game (psychic super-villains, mental parasites, whatever). It's when they come from outside the fiction--when the GM or another player starts reaching into my character--that I get angry.</p><p></p><p></p><p></p><p>I think the system of incentives in the game argue against it being as much about challenging the player's conception of the character as you seem to think. Fate Points are too valuable to ever turn one down, so there's a powerful incentive to inflict more and more badness on your character (or perhaps more accurately to allow the GM to).</p><p></p><p></p><p></p><p>Yeah, people have less control over themselves than they think, but I've seen stuff about the neuroscience (which isn't at all my field) and it's my understanding there are holes in that thinking, at least the parts of it based on what I'll describe as weirdness in event timing (the bit about a finger moving before the impulse to move it).</p><p></p><p></p><p></p><p>If I'm playing a character in a TRPG, I don't particularly want things like that imposed from outside the fiction. It stops feeling like my character against the world and starts feeling like me, the player, against the GM.</p></blockquote><p></p>
[QUOTE="prabe, post: 8018075, member: 7016699"] It might do, but maybe not in the way/s you think. As has emerged elsewhere in this thread, I have remarkably little problem with mind-control effects inside the game (psychic super-villains, mental parasites, whatever). It's when they come from outside the fiction--when the GM or another player starts reaching into my character--that I get angry. I think the system of incentives in the game argue against it being as much about challenging the player's conception of the character as you seem to think. Fate Points are too valuable to ever turn one down, so there's a powerful incentive to inflict more and more badness on your character (or perhaps more accurately to allow the GM to). Yeah, people have less control over themselves than they think, but I've seen stuff about the neuroscience (which isn't at all my field) and it's my understanding there are holes in that thinking, at least the parts of it based on what I'll describe as weirdness in event timing (the bit about a finger moving before the impulse to move it). If I'm playing a character in a TRPG, I don't particularly want things like that imposed from outside the fiction. It stops feeling like my character against the world and starts feeling like me, the player, against the GM. [/QUOTE]
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