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<blockquote data-quote="clearstream" data-source="post: 7533679" data-attributes="member: 71699"><p>I can see that my point was not clear enough. The example isn't about who would win. It is about characters that have relevant abilities that are different from the abilities of their players. I'm not completely gullible, but as a player I'm more gullible than a Rogue Inquisitive with high Wisdom, Ear for Deceit, and Expertise in Insight is. This points out that player-to-player does not represent or successfully stand in for character-to-character.</p><p></p><p></p><p>Again this seems to miss the mark in a pretty profound way. We can probably agree that, absent players, characters don't do anything. Right? So I can put on one side living persons, who take on the role of players, and I can assign them with characters. Those players then decide what their assigned characters think, act and say. Two sides Players | Characters. Which side is character thinking, acting, saying occurring on?</p><p></p><p>Well, characters are the player avatar inside the fiction, and the things they do in the fiction are mediated through rules. Acts are a clear case. As a player I can decide that my character is going to walk away from the ogre, but if the ogre has my character grappled then the rules prevent it from carrying out my decision. Character thoughts are an interesting case, because it seems like there are features in the game that can override them, just as grappling reduced my characters speed to 0.</p><p></p><p>All this has nothing to do with changing what the player decides. The player can continue to decide whatever they wish. What it has to do with is how those decisions are translated or implemented into the fiction. Player decisions can then come in the form "<em>given the rules allow it, my in game avatar (character) will</em>". It's interesting the acceptance of "magic" as the "clear exception". In terms of the games metaphysical framework, "magic" isn't really an exception at all. Persuasion could be given a "magic" designation and that wouldn't fix the issues people have with it being used on characters. It seems to me more important to look at the tightly-defined effects, limited durations, and other checks and costs of spells, in understanding how Persuasion could be made to work in a fair and more acceptable way character-to-character.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7533679, member: 71699"] I can see that my point was not clear enough. The example isn't about who would win. It is about characters that have relevant abilities that are different from the abilities of their players. I'm not completely gullible, but as a player I'm more gullible than a Rogue Inquisitive with high Wisdom, Ear for Deceit, and Expertise in Insight is. This points out that player-to-player does not represent or successfully stand in for character-to-character. Again this seems to miss the mark in a pretty profound way. We can probably agree that, absent players, characters don't do anything. Right? So I can put on one side living persons, who take on the role of players, and I can assign them with characters. Those players then decide what their assigned characters think, act and say. Two sides Players | Characters. Which side is character thinking, acting, saying occurring on? Well, characters are the player avatar inside the fiction, and the things they do in the fiction are mediated through rules. Acts are a clear case. As a player I can decide that my character is going to walk away from the ogre, but if the ogre has my character grappled then the rules prevent it from carrying out my decision. Character thoughts are an interesting case, because it seems like there are features in the game that can override them, just as grappling reduced my characters speed to 0. All this has nothing to do with changing what the player decides. The player can continue to decide whatever they wish. What it has to do with is how those decisions are translated or implemented into the fiction. Player decisions can then come in the form "[I]given the rules allow it, my in game avatar (character) will[/I]". It's interesting the acceptance of "magic" as the "clear exception". In terms of the games metaphysical framework, "magic" isn't really an exception at all. Persuasion could be given a "magic" designation and that wouldn't fix the issues people have with it being used on characters. It seems to me more important to look at the tightly-defined effects, limited durations, and other checks and costs of spells, in understanding how Persuasion could be made to work in a fair and more acceptable way character-to-character. [/QUOTE]
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