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<blockquote data-quote="JamesonCourage" data-source="post: 5577283" data-attributes="member: 6668292"><p>I'd like you to please refrain from putting words or thoughts into my mouth. Further commenting along this line will result in a lack of response from me. Thank you.</p><p></p><p>Not all decisions can be like how you described, however. It would strip all meaning and believability if this were so. What path to take to our destination, when to go to sleep, who's on watch... these are not situations where it'd be reasonable to assume that they carried the same significance of what you're describing in a regular fashion.</p><p></p><p>On the flip side, what you're describing is very cool when it does happen, though it should not happen all the time. What I quoted from you seems to advocate all decisions being equal in consequences, one way or the other:</p><p></p><p></p><p></p><p>To me, this implies that all consequences must be equal, one way or another, else there are "right" answers, which you also speak against:</p><p></p><p></p><p></p><p>And that to me is a problem. Should consequences be unequal, then you seem to imply that it is somehow bad. I think that either you end up in a game where consequences matter little (which I stated and you seem to take extreme offense of), or the alternative (which you did not seem to acknowledge):</p><p></p><p></p><p></p><p>As you can see, the alternative is as you've described: either choice has meaning, and is potentially filled with many interesting twists and turns that players are sure to love.</p><p></p><p>I went on to say, however, that I do not think they need to be equal, and I stand by that. Consequences are not regularly equal, and the fact that you seem to have expressed they should be does not make sense to me. If all things are equally important, the game would be immensely exhausting (long discussion on who takes watch in what order each night), and the more stereotypically meaningful decisions (do we kill the king or spare him?) become just as meaningful as stereotypically lesser decisions. To me, that strips away the importance of "real" decisions, and would greatly devalue the game in my eyes.</p><p></p><p>Since I think the proposed methods (very light consequences for every decision or very important consequences for every decision) are both pretty fringe playing styles, I'm saying that it probably won't appeal to most people. I am not saying that moral decisions should not be made, and there can be a great many moral decisions to be made, even within something as restricting as an alignment system. I also do not think moral decisions need to have equally interesting outcomes, nor do the outcomes need to carry the equivalent implications (either good or bad).</p><p></p><p>As always, though, if you like that style of game, play it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5577283, member: 6668292"] I'd like you to please refrain from putting words or thoughts into my mouth. Further commenting along this line will result in a lack of response from me. Thank you. Not all decisions can be like how you described, however. It would strip all meaning and believability if this were so. What path to take to our destination, when to go to sleep, who's on watch... these are not situations where it'd be reasonable to assume that they carried the same significance of what you're describing in a regular fashion. On the flip side, what you're describing is very cool when it does happen, though it should not happen all the time. What I quoted from you seems to advocate all decisions being equal in consequences, one way or the other: To me, this implies that all consequences must be equal, one way or another, else there are "right" answers, which you also speak against: And that to me is a problem. Should consequences be unequal, then you seem to imply that it is somehow bad. I think that either you end up in a game where consequences matter little (which I stated and you seem to take extreme offense of), or the alternative (which you did not seem to acknowledge): As you can see, the alternative is as you've described: either choice has meaning, and is potentially filled with many interesting twists and turns that players are sure to love. I went on to say, however, that I do not think they need to be equal, and I stand by that. Consequences are not regularly equal, and the fact that you seem to have expressed they should be does not make sense to me. If all things are equally important, the game would be immensely exhausting (long discussion on who takes watch in what order each night), and the more stereotypically meaningful decisions (do we kill the king or spare him?) become just as meaningful as stereotypically lesser decisions. To me, that strips away the importance of "real" decisions, and would greatly devalue the game in my eyes. Since I think the proposed methods (very light consequences for every decision or very important consequences for every decision) are both pretty fringe playing styles, I'm saying that it probably won't appeal to most people. I am not saying that moral decisions should not be made, and there can be a great many moral decisions to be made, even within something as restricting as an alignment system. I also do not think moral decisions need to have equally interesting outcomes, nor do the outcomes need to carry the equivalent implications (either good or bad). As always, though, if you like that style of game, play it :) [/QUOTE]
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