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<blockquote data-quote="Ruin Explorer" data-source="post: 8767147" data-attributes="member: 18"><p>For real. I'm not going to be like some showrunner who sticks to his original plot even when the fans came up with a vastly better one. More often rather than a better one outright though they just have some cool ideas I can incorporate.</p><p></p><p>Indeed, and what's weird is I think this is something of a recurring issue with Mike Pondsmith's games and their original setup. It's also present in slightly different forms in Castle Falkenstein and Cybergeneration, for example. They expect you to make a character who is seriously into behaving a certain way even though it doesn't make sense/flow naturally from the setting, and isn't really supported by the suggested rules/outcomes.</p><p></p><p>This can cause real problems, particularly if the players create PCs that fit the setting and chargen rules, but don't fit the often unclear "irrational behaviour" requirement.</p><p></p><p>Of course complicating matters even further is that when you hear about Mike Pondsmith's own game, or how he actually runs, like via Listen Up You Primitive Screwheads, the PCs in his game don't seem to have the same "hating the man is my #1 priority!" problems and do seem to be more rational, but also like, not full-time edgerunners at all (even though the game has been clearly assuming the PCs will be!).</p><p></p><p>Spire addresses this issue by having the PCs be part of the Ministry from the outset, so you have to have some idea why you joined and a commitment to behaving this way. I feel like if it was an RTG game they'd have the exact same setup and classes and so on, but have skipped the whole Ministry thing and just be expecting the PCs to be taking anti-Aelfir action because of course they would. (I might be being unfair on Mike here, as the more I think about it, the more pervasive in a certain generation of RPGs this issue seems to be.)</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8767147, member: 18"] For real. I'm not going to be like some showrunner who sticks to his original plot even when the fans came up with a vastly better one. More often rather than a better one outright though they just have some cool ideas I can incorporate. Indeed, and what's weird is I think this is something of a recurring issue with Mike Pondsmith's games and their original setup. It's also present in slightly different forms in Castle Falkenstein and Cybergeneration, for example. They expect you to make a character who is seriously into behaving a certain way even though it doesn't make sense/flow naturally from the setting, and isn't really supported by the suggested rules/outcomes. This can cause real problems, particularly if the players create PCs that fit the setting and chargen rules, but don't fit the often unclear "irrational behaviour" requirement. Of course complicating matters even further is that when you hear about Mike Pondsmith's own game, or how he actually runs, like via Listen Up You Primitive Screwheads, the PCs in his game don't seem to have the same "hating the man is my #1 priority!" problems and do seem to be more rational, but also like, not full-time edgerunners at all (even though the game has been clearly assuming the PCs will be!). Spire addresses this issue by having the PCs be part of the Ministry from the outset, so you have to have some idea why you joined and a commitment to behaving this way. I feel like if it was an RTG game they'd have the exact same setup and classes and so on, but have skipped the whole Ministry thing and just be expecting the PCs to be taking anti-Aelfir action because of course they would. (I might be being unfair on Mike here, as the more I think about it, the more pervasive in a certain generation of RPGs this issue seems to be.) [/QUOTE]
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