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The Pride Of Blue Rose
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<blockquote data-quote="The Crimson Binome" data-source="post: 7719021" data-attributes="member: 6775031"><p>You're conflating the role of the player with the role of the setting designer. It's not the place of the player to decide that slavery is a thing in this world <em>because</em> they want to play a character who was a slave. Not that it's a big deal, or anything, because setting creation is something that happens <em>outside</em> of the game - mostly <em>before</em> the game even starts. <em>However</em> you come up with your premise for how the world works, whether by group consensus or by the decision of the GM or by purchasing a setting book, the actual game - the role-playing - doesn't start until the characters meet in a tavern (or however you get things going).</p><p></p><p>I would hope that we at least understand where we each sit on the topic of players introducing setting elements <em>after</em> the game starts.</p><p>What you are stating here is that you don't understand the concept of role-playing. Role-playing is <em>defined</em> as making decisions from the perspective of the character. You <em>can't</em> role-play by accounting for player preference aside from character preference. It's definitionally impossible.</p><p></p><p>If you want to role-play a flawed character, then you need to make bad decisions even if the <em>player</em> knows they're bad. Player knowledge isn't allowed to interfere with the decision-making process of the character regardless. You should get into the mindset of the character, understand why <em>they</em> think it is a good idea, and make your decision based on that. You certainly can't use <em>player</em> knowledge (of the Fate point economy) to <em>bribe</em> the player into role-playing their flaws, with the promise that indulging in a vice now will <em>causally</em> allow the character to succeed later on; that's <em>all</em> information that the character doesn't have, and which thus cannot be legally used to inform any decision. And yet FATE explicitly makes this offer, which is why that game is so offensive from an RP perspective.</p><p></p><p>The <em>only</em> information that a player is allowed to use when making a decision for their character, from a role-playing perspective, is their own understanding of how the character thinks and what their character knows about how their world works. End of discussion.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7719021, member: 6775031"] You're conflating the role of the player with the role of the setting designer. It's not the place of the player to decide that slavery is a thing in this world [I]because[/I] they want to play a character who was a slave. Not that it's a big deal, or anything, because setting creation is something that happens [I]outside[/I] of the game - mostly [I]before[/I] the game even starts. [I]However[/I] you come up with your premise for how the world works, whether by group consensus or by the decision of the GM or by purchasing a setting book, the actual game - the role-playing - doesn't start until the characters meet in a tavern (or however you get things going). I would hope that we at least understand where we each sit on the topic of players introducing setting elements [I]after[/I] the game starts. What you are stating here is that you don't understand the concept of role-playing. Role-playing is [I]defined[/I] as making decisions from the perspective of the character. You [I]can't[/I] role-play by accounting for player preference aside from character preference. It's definitionally impossible. If you want to role-play a flawed character, then you need to make bad decisions even if the [I]player[/I] knows they're bad. Player knowledge isn't allowed to interfere with the decision-making process of the character regardless. You should get into the mindset of the character, understand why [I]they[/I] think it is a good idea, and make your decision based on that. You certainly can't use [I]player[/I] knowledge (of the Fate point economy) to [I]bribe[/I] the player into role-playing their flaws, with the promise that indulging in a vice now will [I]causally[/I] allow the character to succeed later on; that's [I]all[/I] information that the character doesn't have, and which thus cannot be legally used to inform any decision. And yet FATE explicitly makes this offer, which is why that game is so offensive from an RP perspective. The [I]only[/I] information that a player is allowed to use when making a decision for their character, from a role-playing perspective, is their own understanding of how the character thinks and what their character knows about how their world works. End of discussion. [/QUOTE]
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