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<blockquote data-quote="pemerton" data-source="post: 5577434" data-attributes="member: 42582"><p>I'm not Hussar, but do have a response to this.</p><p></p><p>I don't think you're misrepresenting anything.</p><p></p><p>I think you <em>may</em> be missing something. Because you <em>seem</em> to be focused mostly on ingame causal consequences of action resolution; and <em>seem</em> not to be considering the implications these have for how players will approach the game.</p><p></p><p>A concrete example of this is the encounter between the paladin and the demon I described in my previous post. One possible consequence of that encounter, in which the paladin lets a demon beat him to a pulp as punishment for wrongdoing, is that the demon, unchecked, goes on to massacre the inhabitants of a village. An alternative, though, is that the demon just disappears off the stage, never to be thought of again by players or GM as an ongoing participant in the fiction. (If the question ever does come up, the GM can decide retrospectively that the demon, having got its fill of paladin-bashing, returned back to the abyss.)</p><p></p><p>For me, when deciding which sort of consequence should follow, I think first and foremost about how the consequence will support or undermine the player's engagement with the game. I then think about how a consequence that is useful in this respect can be worked into the fiction. There are many ways in which this can be done and internal ficitonal plausibility maintained.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5577434, member: 42582"] I'm not Hussar, but do have a response to this. I don't think you're misrepresenting anything. I think you [I]may[/I] be missing something. Because you [I]seem[/I] to be focused mostly on ingame causal consequences of action resolution; and [I]seem[/I] not to be considering the implications these have for how players will approach the game. A concrete example of this is the encounter between the paladin and the demon I described in my previous post. One possible consequence of that encounter, in which the paladin lets a demon beat him to a pulp as punishment for wrongdoing, is that the demon, unchecked, goes on to massacre the inhabitants of a village. An alternative, though, is that the demon just disappears off the stage, never to be thought of again by players or GM as an ongoing participant in the fiction. (If the question ever does come up, the GM can decide retrospectively that the demon, having got its fill of paladin-bashing, returned back to the abyss.) For me, when deciding which sort of consequence should follow, I think first and foremost about how the consequence will support or undermine the player's engagement with the game. I then think about how a consequence that is useful in this respect can be worked into the fiction. There are many ways in which this can be done and internal ficitonal plausibility maintained. [/QUOTE]
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