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<blockquote data-quote="pemerton" data-source="post: 8424987" data-attributes="member: 42582"><p>Who do you think does treat conversation as mind control? On the other hand, it's the only way most people have to influence others, and there's a lot of that going about!</p><p></p><p>And who do you think is saying that the player can just throw dice and declare a result? That looks like a description (maybe a caricature? I'm not sure) of 3E D&D social resolution. But I don't think there is a single poster in this thread who would use 3E D&D's social resolution framework as an example of anything but bad design.</p><p></p><p></p><p>I just reread the last 4 pages of The Killing Joke, because I had a memory that it involves a conversation between The Joker and The Batman. My memory was correct. I think maybe this is an example of what [USER=6785785]@hawkeyefan[/USER] has in mind - how do we work out what The Joker does, in response to Batman's offer to rehabilitate him?</p><p></p><p>Presumably rehabilitation of supervillains isn't out of the question - Magneto and The Gladiator are the two examples I think of right away - and I don't see The Joker as a priori out of the question in this respect.</p><p></p><p>I don't think that a roll-based mechanic is the only way to drive character development and change, but it's one obvious one. And I don't think that fidelity to the GM's vision is the only way to accurately represent established characters from pop culture.</p><p></p><p></p><p>I'm not sure why we need the dice in the case of a fight. Has The Batman ever lost to The Joker in a round of fisticuffs?</p><p></p><p></p><p>This isn't really my experience. I've not played Fiasco. But when I've played games that give the players a lot of authority over the fiction (eg my approach to Cthulhu Dark; or most recently my friend and I playing a two-player shared-GM game of Burning Wheel, where each frames the adversity for the other's PC) there hasn't been the sort of problem you're describing.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8424987, member: 42582"] Who do you think does treat conversation as mind control? On the other hand, it's the only way most people have to influence others, and there's a lot of that going about! And who do you think is saying that the player can just throw dice and declare a result? That looks like a description (maybe a caricature? I'm not sure) of 3E D&D social resolution. But I don't think there is a single poster in this thread who would use 3E D&D's social resolution framework as an example of anything but bad design. I just reread the last 4 pages of The Killing Joke, because I had a memory that it involves a conversation between The Joker and The Batman. My memory was correct. I think maybe this is an example of what [USER=6785785]@hawkeyefan[/USER] has in mind - how do we work out what The Joker does, in response to Batman's offer to rehabilitate him? Presumably rehabilitation of supervillains isn't out of the question - Magneto and The Gladiator are the two examples I think of right away - and I don't see The Joker as a priori out of the question in this respect. I don't think that a roll-based mechanic is the only way to drive character development and change, but it's one obvious one. And I don't think that fidelity to the GM's vision is the only way to accurately represent established characters from pop culture. I'm not sure why we need the dice in the case of a fight. Has The Batman ever lost to The Joker in a round of fisticuffs? This isn't really my experience. I've not played Fiasco. But when I've played games that give the players a lot of authority over the fiction (eg my approach to Cthulhu Dark; or most recently my friend and I playing a two-player shared-GM game of Burning Wheel, where each frames the adversity for the other's PC) there hasn't been the sort of problem you're describing. [/QUOTE]
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