buzz said:
To be specific, DitV's "Say Yes" isn't about rolling when it's "dramatically interesting." It's an admonition to not bother rolling if there is no conflict of interest. That's a critical difference between that game and Serenity. Serenity is a "roll when the GM says" system.
This is pretty much at the heart of my issues with the game.
I think this represents a problem with the institution of GMing. There's a whole bunch of communication between people that's missing in this whole thing. The GM doesn't regulate rolls in isolation from the needs of the group. The misconception is that the GM has power in order to impose story, when the GM has power in order to inspire performance. This works in a number of ways:
1) The GM represents less aggressive players and augments their voices.
2) The GM promotes alternatives to cliched solutions (like shooting that guy, which is pretty cliched).
3) The GM makes risk significant by representing elements that are out of player control, making player actions meaningful instead of solipsistic.
If you're not interested in these things and/or don't trust the GM -- and if you don't communicate with the GM, then I suppose this institution isn't for you. But the role of GM presupposes open, friendly communication. But I would submit that this problem represents a relationship that should not exist in *any* play group. Basically, you need to treat other people like friends working together to have fun. If you're unable or unwilling to do this by, for example, suggesting to the GM that your Complication come into play, that's a problem -- and not a problem with the system.
See, what I would have preferred is that instead of Mal's loyalty to his crew being a Complication that exists solely to earn him more Plot Points if his player hams it up and the GM appreciates it (if he even remembers), it could instead be an Aspect of his character (to use some pseudo-FATE terminology). Then, when the scene above happens, Mal's player could say something like, "Man, we don't have time for this. I spend some Joss Points to invoke my You're On My Crew and Alliance Can Bite Me aspects. I shoot the fed in the face. Before he even hits the floor, Jayne and I toss his ass out the cargo doors. Wash, get us in the air, NOW!"
There are a couple of problematic assumptions here:
1) You think the GM should appreciate something? Why don't you say anything?
2) You assume that it's all about the GM, when the fact is that the GM is looking to entertain the group. That's what makes the GM grant rewards.
The alternative you suggest has its own problems:
1) Why the hell do I have to be limited to effectiveness within my relationships? This evinces at least as much distrust for the player as the Serenity RPG rules -- and probably more.
2) This limits channels of effectiveness to cliched relationships, but the fact is that the series, movie and players all challenge those cliches. Cliches are also a problem because of what they are. They limit dynamic explorations of the situation and character because they say that you'd best act only when such and such a situation comes up, and it punishes players for changing characterization.
Similarly, there would be times when the GM could invoke these same aspects (earning Joss Points for Mal in exchange) when they would get Mal in trouble. "Well, logic tells you that completing the train job with a whole regiment of Alliance on board is plain suicide, but, hey, Alliance Can Bite Me. Take three Joss Points."
See, that would be way cooler in my book.
Why are you assuming that the relationships here are positive between players, while the GM exists to hose them? What kind of screwed up GMing is that?
Now, let's get back to the example. In a game, a situation like this should be imposed in these situations:
1) It's easy for the character to overcome. The GM knows the player has the points and ability to overcome it.
2) There are alternatives. Maybe it's not easy, but maybe somebody better play the world-weary vet and ask if the wet behind the ears Alliance trooper really wants to play it this way.
3) It's a complication that arises from previous failure. This is an RPG. Sometimes, this situation means that River might actually die, just as it meant that Wash died.
4) A combination of the above.
Outside of these situations, it's not a very entertaining situation -- and really, good and bad scenario design isn't something a game system will necessarily influence.