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<blockquote data-quote="Hussar" data-source="post: 5577453" data-attributes="member: 22779"><p>Ahh, yup, that's the issue right there.</p><p></p><p>This is SO not the game for your tastes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>To be fair, this is not to my tastes all the time either. I enjoy this from time to time, but, certainly not as a regular diet - too heavy mang. <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=":)" /> It's simply a different form of gaming, not one that is meant to replace anything.</p><p></p><p>Yeah, if you're approaching the game with an individual level scope, and not a thematic one, then, ohh, this is going to be a train wreck. In a thematic game, your character isn't really the most important thing in the game. He's still important, because he's the vehicle through which you interact with the world, but, decisions and discussions aren't centered so much on the ideas of realistic interaction with the world (I hate that phrase, but, I'm drawing a blank on how to phrase it better). </p><p></p><p>Thus in my way above example of the terrorist woman in the SF game, the possible results were - obey orders and the woman's bosses become aware that the PC's have entered into things and begin actively pursuing the PC's, possibly tipping information to the general public that the PC's organization has had a hand in the attack, or prevent the attack, meaning that the PC's own organization will be supremely angry, and forcing the woman's organization into higher security hiding, making them much, much more dangerous in the future.</p><p></p><p>Thus, equivalent but not equal reactions. Both choices carry serious consequences and will drive the campaign in very different directions.</p><p></p><p>Or, take Supernatural. Let's be honest. From an individual first scope, it makes about as much sense as a cardboard hammer. The bad guys have the heroes by the short and curlies multiple times, but never just force the issue. But, that's not the point of the show. The point of the show is to carry on examining the theme of relationships of family and the sacrifices that families go through. It's repeated over and over again, particularly in the 5th season.</p><p></p><p>If Supernatural was an RPG (well, it is, but, I mean the TV show.), Dean and Sam would be dead, killed by one side or the other. But, while totally believable, doesn't really serve to answer the theme that the show has set up.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5577453, member: 22779"] Ahh, yup, that's the issue right there. This is SO not the game for your tastes. :D To be fair, this is not to my tastes all the time either. I enjoy this from time to time, but, certainly not as a regular diet - too heavy mang. :) It's simply a different form of gaming, not one that is meant to replace anything. Yeah, if you're approaching the game with an individual level scope, and not a thematic one, then, ohh, this is going to be a train wreck. In a thematic game, your character isn't really the most important thing in the game. He's still important, because he's the vehicle through which you interact with the world, but, decisions and discussions aren't centered so much on the ideas of realistic interaction with the world (I hate that phrase, but, I'm drawing a blank on how to phrase it better). Thus in my way above example of the terrorist woman in the SF game, the possible results were - obey orders and the woman's bosses become aware that the PC's have entered into things and begin actively pursuing the PC's, possibly tipping information to the general public that the PC's organization has had a hand in the attack, or prevent the attack, meaning that the PC's own organization will be supremely angry, and forcing the woman's organization into higher security hiding, making them much, much more dangerous in the future. Thus, equivalent but not equal reactions. Both choices carry serious consequences and will drive the campaign in very different directions. Or, take Supernatural. Let's be honest. From an individual first scope, it makes about as much sense as a cardboard hammer. The bad guys have the heroes by the short and curlies multiple times, but never just force the issue. But, that's not the point of the show. The point of the show is to carry on examining the theme of relationships of family and the sacrifices that families go through. It's repeated over and over again, particularly in the 5th season. If Supernatural was an RPG (well, it is, but, I mean the TV show.), Dean and Sam would be dead, killed by one side or the other. But, while totally believable, doesn't really serve to answer the theme that the show has set up. [/QUOTE]
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