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"The term 'GNS' is moronic and annoying" – well this should be an interesting interview
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<blockquote data-quote="Pedantic" data-source="post: 9344087" data-attributes="member: 6690965"><p>Is "writer's room" just another restatement of the "don't let me make decisions outside my character's actions" thing? That's a usual sticking point, because it's either vitally important, or eye-rollingly unrealistic depending on your perspective. </p><p></p><p>I respect [USER=70468]@kenada[/USER] immensely for the design work to try and circle the square by aggressively foregrounding consequences as a compromise position. It's essentially taking a thing I've brought up as a solution to agency in rulings play "let the PCs propose actions, and be informed of the resolution method and consequences before committing to the check," just workshopped down small enough to be a usable mechanic.</p><p></p><p>Fundamentally, I don't think I'd ever be happy with that being anything but a strictly predetermined system side outcome. I simply don't see any way that negotiating position can't be harmful to immersion. That unique alchemy is performed, in my opinion, by limiting the space between character and player decision making as much as possible. Characters are incapable of negotiating with reality; the consequences of their actions are intrinsic to the actions themselves. "Realism" is usually just a proxy for completeness, along with a sniff test for believability of system defined outcomes.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9344087, member: 6690965"] Is "writer's room" just another restatement of the "don't let me make decisions outside my character's actions" thing? That's a usual sticking point, because it's either vitally important, or eye-rollingly unrealistic depending on your perspective. I respect [USER=70468]@kenada[/USER] immensely for the design work to try and circle the square by aggressively foregrounding consequences as a compromise position. It's essentially taking a thing I've brought up as a solution to agency in rulings play "let the PCs propose actions, and be informed of the resolution method and consequences before committing to the check," just workshopped down small enough to be a usable mechanic. Fundamentally, I don't think I'd ever be happy with that being anything but a strictly predetermined system side outcome. I simply don't see any way that negotiating position can't be harmful to immersion. That unique alchemy is performed, in my opinion, by limiting the space between character and player decision making as much as possible. Characters are incapable of negotiating with reality; the consequences of their actions are intrinsic to the actions themselves. "Realism" is usually just a proxy for completeness, along with a sniff test for believability of system defined outcomes. [/QUOTE]
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"The term 'GNS' is moronic and annoying" – well this should be an interesting interview
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