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True 20 - Who here has played it, and what was your experience?
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<blockquote data-quote="Jim Hague" data-source="post: 3654561" data-attributes="member: 17550"><p>Unfortunately, GM craft is something that no rules set can really do a lot to improve. Again, I think players taking a more proactive stance in playing Virtues/Vices goes a long way to helping the GM fairly hand out Conviction. Likewise, the stance that a point of Conviction all around for overcoming a difficult obstance is a good one, I think.</p><p></p><p></p><p></p><p>It's a small but meaningful difference because it's not reactive but proactive - it encourages <em>cool stuff</em>. At least across the several groups I GM for, with different players, it definitely encourages them to jump into the mix. Again, the key concept here is <em>proactive</em> - increased player investiture in the characters, world and game as a whole. After the fact, it's a judgement call; before, it's encouragement.</p><p></p><p></p><p></p><p></p><p>Again, the social issue...and there's no rules out there that solve it. A crap GM is a crap GM if they don't learn from their mistakes. I do think trying to create a mechanical solution for this is a mistake, simply because it is a social issue, and thus falls into social contract territory.</p></blockquote><p></p>
[QUOTE="Jim Hague, post: 3654561, member: 17550"] Unfortunately, GM craft is something that no rules set can really do a lot to improve. Again, I think players taking a more proactive stance in playing Virtues/Vices goes a long way to helping the GM fairly hand out Conviction. Likewise, the stance that a point of Conviction all around for overcoming a difficult obstance is a good one, I think. It's a small but meaningful difference because it's not reactive but proactive - it encourages [i]cool stuff[/i]. At least across the several groups I GM for, with different players, it definitely encourages them to jump into the mix. Again, the key concept here is [i]proactive[/i] - increased player investiture in the characters, world and game as a whole. After the fact, it's a judgement call; before, it's encouragement. Again, the social issue...and there's no rules out there that solve it. A crap GM is a crap GM if they don't learn from their mistakes. I do think trying to create a mechanical solution for this is a mistake, simply because it is a social issue, and thus falls into social contract territory. [/QUOTE]
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True 20 - Who here has played it, and what was your experience?
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