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<blockquote data-quote="Matt James" data-source="post: 5660956" data-attributes="member: 82885"><p>I'm not trying to single you out, Kamikaze, but you bring up some interesting points. In reference to the quote here, story material is the center of my campaigns and absolutely matters in play. Depending on the actions of the players, outcomes can affect how difficult things are going to be moving forward. As an example, if my players make poor decisions and go romping around a city, they could bring on unintended consequences. This is apart of the meta-system of the game. I don't have it codified, but it's there. They have to think hard about the consequences of their character's actions, else they inflict pain on themselves. There is no mechanic that governs this <em>per se</em> yet it affects them all the same.</p><p></p><p>This is only a single example, but I think it illustrates how story material (as you put it) can affect play.</p></blockquote><p></p>
[QUOTE="Matt James, post: 5660956, member: 82885"] I'm not trying to single you out, Kamikaze, but you bring up some interesting points. In reference to the quote here, story material is the center of my campaigns and absolutely matters in play. Depending on the actions of the players, outcomes can affect how difficult things are going to be moving forward. As an example, if my players make poor decisions and go romping around a city, they could bring on unintended consequences. This is apart of the meta-system of the game. I don't have it codified, but it's there. They have to think hard about the consequences of their character's actions, else they inflict pain on themselves. There is no mechanic that governs this [I]per se[/I] yet it affects them all the same. This is only a single example, but I think it illustrates how story material (as you put it) can affect play. [/QUOTE]
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