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<blockquote data-quote="hawkeyefan" data-source="post: 8424608" data-attributes="member: 6785785"><p>How will Batman react to Metropolis? The Fiction!</p><p></p><p>It's not an answer. The Fiction doesn't decide how Batman will react to Metropolis or anything else. The person writing the story decides. They certainly may draw upon previously established fiction related to Batman and to Metropolis....but that doesn't mean that there's a clear conclusion. One person may go one way, another may go in an entirely different direction.</p><p></p><p>When it comes to games, a mutual understanding of genre and trope and play expectations are all good things. But these are tools used to play. So we have ideas about Batman and his world and all that. But let's take an example of Batman trying to convince someone to not follow through on some scheme. </p><p></p><ul> <li data-xf-list-type="ul">Can Batman convince a bank robber who's grabbed a teller to drop his gun and let her go? </li> <li data-xf-list-type="ul">Can Batman convince Joker not to drop the barrel of poison into Gotham's water supply?</li> <li data-xf-list-type="ul">Can Bruce Wayne convince Lex Luthor not to proceed with his hostile takeover of Wayne Enterprises? </li> <li data-xf-list-type="ul">Can Batman convince Catwoman to go straight and give up a life of crime? </li> </ul><p>These are all slightly different variations on the same basic scenario, but each has different factors that can influence the outcome. These are also scenes that could go either way; there is no certain outcome in any of them. So the fiction is not telling us how they are resolved. How a game handles that is very important to me as a player in order to understand Batman's chances of success, and for me to feel immersed in the game world and not just observing it.</p><p></p><p>Now, filtered through the general idea of FKR, there are a number of ways this could be handled. Maybe as a bonus or a penalty to the player's roll, or to the GM's opposed roll if that's how we go. Maybe roll 3d6 and keep the highest two for an advantage, or lowest two for some kind of disadvantage. </p><p></p><p>What exactly happens if Batman Succeeds? What if he doesn't? Who decides these answers? What happens if an opposed roll is a tie?</p><p></p><p></p><p></p><p></p><p>It was simple. It was elegant in that it did a lot of what Call of Cthulhu does with far less rules.</p><p></p><p></p><p></p><p>I didn't say anything was wrong with it; just that I'm not invested in it.</p><p></p><p></p><p></p><p>This is all absolutely great. I'm glad these games are doing what you want them to do.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8424608, member: 6785785"] How will Batman react to Metropolis? The Fiction! It's not an answer. The Fiction doesn't decide how Batman will react to Metropolis or anything else. The person writing the story decides. They certainly may draw upon previously established fiction related to Batman and to Metropolis....but that doesn't mean that there's a clear conclusion. One person may go one way, another may go in an entirely different direction. When it comes to games, a mutual understanding of genre and trope and play expectations are all good things. But these are tools used to play. So we have ideas about Batman and his world and all that. But let's take an example of Batman trying to convince someone to not follow through on some scheme. [LIST] [*]Can Batman convince a bank robber who's grabbed a teller to drop his gun and let her go? [*]Can Batman convince Joker not to drop the barrel of poison into Gotham's water supply? [*]Can Bruce Wayne convince Lex Luthor not to proceed with his hostile takeover of Wayne Enterprises? [*]Can Batman convince Catwoman to go straight and give up a life of crime? [/LIST] These are all slightly different variations on the same basic scenario, but each has different factors that can influence the outcome. These are also scenes that could go either way; there is no certain outcome in any of them. So the fiction is not telling us how they are resolved. How a game handles that is very important to me as a player in order to understand Batman's chances of success, and for me to feel immersed in the game world and not just observing it. Now, filtered through the general idea of FKR, there are a number of ways this could be handled. Maybe as a bonus or a penalty to the player's roll, or to the GM's opposed roll if that's how we go. Maybe roll 3d6 and keep the highest two for an advantage, or lowest two for some kind of disadvantage. What exactly happens if Batman Succeeds? What if he doesn't? Who decides these answers? What happens if an opposed roll is a tie? It was simple. It was elegant in that it did a lot of what Call of Cthulhu does with far less rules. I didn't say anything was wrong with it; just that I'm not invested in it. This is all absolutely great. I'm glad these games are doing what you want them to do. [/QUOTE]
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