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<blockquote data-quote="The-Magic-Sword" data-source="post: 8252029" data-attributes="member: 6801252"><p>(Excerpts are from Masks: A New Generation, by Magipe Games and Brendan Conway) </p><p></p><p>I just went back to double check my Masks book, the game explicitly bills itself as being about playing to find out what happens:</p><p></p><p>[ATTACH=full]135834[/ATTACH]</p><p></p><p>Consider how this intersects with things like Clearing a condition:</p><p></p><p>[ATTACH=full]135835[/ATTACH]</p><p>The intention here is that my character can be hurt by something you did, even while I know you were just trying to clear angry, or you might flee from the fight with the villain to clear afraid, or you might decide to attack the bad guy while the rest of your team was in stealth. If we're playing to win in a simulationist sense, these are all actions that might make your teammates annoyed at you, but around the Masks table, the mechanics are working to create situations in which you might flee the villain, or screw over a teammate, because the emotional fallout of that happening is the point, not so much actually defeating the villain. We see this in some playbook moves too.</p><p></p><p>There's still some sense of playing to win, you'll have a harder time passing checks if you don't clear your conditions, so there's an incentive to do that, but in actual play, these feel more like prompts to encourage you to play for the fiction, and away from the 'playing to win' mentality. If you play to win all the time, by not doing things that are harmful to your party in a cohesion/tactical sense, the game will go out of its way to make your life harder.</p><p></p><p>You might still identify with your character a lot, but the actual sync of "I want to punch Isidro in the face" and "Thomas my character wants to punch Isidro in the face" is more distant, because your character has incentives to act in ways you wouldn't, they can be made angry against their will and need to clear it even when you would decide to not be angry at the thing that made them angry if it was DND. Hell, the Beacon has a bucket list of goals, one of which is "Punch out a teammate" among all of the others. DND doesn't have those kinds of expectation distancing your current emotional state from the characters, for the most part, so your character can be more of an avatar for your own desires and plans, they don't decide to be angry at people you think are quite reasonable unless you go out of your way to produce that.</p><p></p><p>(Disregard any text that was here, Masks is under a Creative Commons Attribution License.)</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8252029, member: 6801252"] (Excerpts are from Masks: A New Generation, by Magipe Games and Brendan Conway) I just went back to double check my Masks book, the game explicitly bills itself as being about playing to find out what happens: [ATTACH type="full" alt="1618946262874.png"]135834[/ATTACH] Consider how this intersects with things like Clearing a condition: [ATTACH type="full" alt="1618946566596.png"]135835[/ATTACH] The intention here is that my character can be hurt by something you did, even while I know you were just trying to clear angry, or you might flee from the fight with the villain to clear afraid, or you might decide to attack the bad guy while the rest of your team was in stealth. If we're playing to win in a simulationist sense, these are all actions that might make your teammates annoyed at you, but around the Masks table, the mechanics are working to create situations in which you might flee the villain, or screw over a teammate, because the emotional fallout of that happening is the point, not so much actually defeating the villain. We see this in some playbook moves too. There's still some sense of playing to win, you'll have a harder time passing checks if you don't clear your conditions, so there's an incentive to do that, but in actual play, these feel more like prompts to encourage you to play for the fiction, and away from the 'playing to win' mentality. If you play to win all the time, by not doing things that are harmful to your party in a cohesion/tactical sense, the game will go out of its way to make your life harder. You might still identify with your character a lot, but the actual sync of "I want to punch Isidro in the face" and "Thomas my character wants to punch Isidro in the face" is more distant, because your character has incentives to act in ways you wouldn't, they can be made angry against their will and need to clear it even when you would decide to not be angry at the thing that made them angry if it was DND. Hell, the Beacon has a bucket list of goals, one of which is "Punch out a teammate" among all of the others. DND doesn't have those kinds of expectation distancing your current emotional state from the characters, for the most part, so your character can be more of an avatar for your own desires and plans, they don't decide to be angry at people you think are quite reasonable unless you go out of your way to produce that. (Disregard any text that was here, Masks is under a Creative Commons Attribution License.) [/QUOTE]
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