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<blockquote data-quote="LostSoul" data-source="post: 5580473" data-attributes="member: 386"><p>There should be no contrast between the <em>consequences</em>, I agree. The big difference lies in the choices that players make and how the other players judge those choices.</p><p></p><p>If you are going to focus on "smart play", the choices you make are going to be different from the ones you make while focusing on "thematic play" (ie. Forge Story Now), and the way the other players judge those choices will be different.</p><p></p><p>Sometimes there are contrasts between the consequences, though (and therefore the new context); I think this is because the DM will focus more on presenting a new context that reflects the theme of the game. Since we're just human and none of us know the full range of naturally-occurring consequences from any action, there's a wide range of believable ones. Personally, I want more believable consequences and choices than others who play in this style. </p><p></p><p></p><p></p><p>I agree; I would rather deal with the harsh consequences of my PC's actions if that's what's believable than be treated with kid gloves. That's probably why my PCs don't have a great survival rate in these types of games. <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="LostSoul, post: 5580473, member: 386"] There should be no contrast between the [i]consequences[/i], I agree. The big difference lies in the choices that players make and how the other players judge those choices. If you are going to focus on "smart play", the choices you make are going to be different from the ones you make while focusing on "thematic play" (ie. Forge Story Now), and the way the other players judge those choices will be different. Sometimes there are contrasts between the consequences, though (and therefore the new context); I think this is because the DM will focus more on presenting a new context that reflects the theme of the game. Since we're just human and none of us know the full range of naturally-occurring consequences from any action, there's a wide range of believable ones. Personally, I want more believable consequences and choices than others who play in this style. I agree; I would rather deal with the harsh consequences of my PC's actions if that's what's believable than be treated with kid gloves. That's probably why my PCs don't have a great survival rate in these types of games. :) [/QUOTE]
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