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<blockquote data-quote="Thomas Shey" data-source="post: 8322164" data-attributes="member: 7026617"><p>On the other hand, I've met people from parts of the world that think their particular region ending on this side of this particular river is self-evidently proper.</p><p></p><p></p><p></p><p>One you have to decide to do (and its a decision because metacurrencies are finite) and the other is just a mechanic. Honestly, the difference between those is pretty clear to me; the random check, for example, doesn't have to involve the <em>player</em> at all. They don't even need to know it happened.</p><p></p><p></p><p></p><p>Again, deciding on expenditure of a finite resource is a very player-level thing, and at a point in time that doesn't correspond to when the character would be doing it.</p><p></p><p></p><p></p><p>I don't know that I <em>would</em> have an argument against it. I'm not sure most immersives would have an issue with it, either. I've certainly used the equivalent in other games with my most immersive player when it came to such things and she didn't seem to. There's still a bit of the temporal issue, but there's no real decision making involved on the player's part that's separate from the character checking to see if they brought X (and usually in low-stuff-monitoring games a little bit of that temporal paradox is just accepted as the price of doing business).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8322164, member: 7026617"] On the other hand, I've met people from parts of the world that think their particular region ending on this side of this particular river is self-evidently proper. One you have to decide to do (and its a decision because metacurrencies are finite) and the other is just a mechanic. Honestly, the difference between those is pretty clear to me; the random check, for example, doesn't have to involve the [I]player[/I] at all. They don't even need to know it happened. Again, deciding on expenditure of a finite resource is a very player-level thing, and at a point in time that doesn't correspond to when the character would be doing it. I don't know that I [I]would[/I] have an argument against it. I'm not sure most immersives would have an issue with it, either. I've certainly used the equivalent in other games with my most immersive player when it came to such things and she didn't seem to. There's still a bit of the temporal issue, but there's no real decision making involved on the player's part that's separate from the character checking to see if they brought X (and usually in low-stuff-monitoring games a little bit of that temporal paradox is just accepted as the price of doing business). [/QUOTE]
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