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Vincent Baker on mechanics, system and fiction in RPGs
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<blockquote data-quote="Manbearcat" data-source="post: 9197966" data-attributes="member: 6696971"><p>But why are these things on the character sheet (<em>position</em>) if they're mostly irrelevant to play?</p><p></p><p>* Split Hoof Cliffs isn't on the map and won't see the map (or whatever stand-in reference point).</p><p></p><p>* The war and my desertion of my unit isn't relevant or central.</p><p></p><p>* The priesthood, matters of faith, conversion, and comeuppance (from your desertion, from your false doctrine or fraudulence, from your faltering conscience) aren't relevant or central.</p><p></p><p></p><p>Why would any of these be on the character sheet if they aren't relevant or central to play? I mean, sure, offload them elsewhere if one likes (draw a picture of this character you're imagining or write some fan-fic or a backstory on a sheet of paper). But why are they on the character sheet?</p><p></p><p></p><p></p><p>Let's imagine the player of James from Split Hoof Cliffs looks at the rulebook and knives appear to be mega mortal threats at first glance. However, in play, any or all of the following is true:</p><p></p><p>* The game treats physical conflicts with a serious advancement penalty vs engaging in and resolving alternative types of conflicts (convincing folks, convincing other folks to do your dirty work, running away and disappearing, etc). </p><p></p><p>* The bigness of knives and a honed edge have little to no actual impact on resolution, but you spend PC build budget points (or whatever) on "Big" and "Sharp." </p><p></p><p>* Getting in melee combat is extraordinarily dangerous when contrasted with convincing folks or running away or whatever ranged combat there is. The "die-out" rate or "irrevocably maimed" rate is punishingly high.</p><p></p><p></p><p>Now imagine that the game says somewhere for players to read "go boldly into danger."</p><p></p><p>That stuff seems like a problem.</p><p></p><p>EDIT: Cross-posted.</p><p></p><p></p><p></p><p>What are my personal preferences?</p><p></p><p>Frogreaver, you xp'd this so I'll ask you the same question?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9197966, member: 6696971"] But why are these things on the character sheet ([I]position[/I]) if they're mostly irrelevant to play? * Split Hoof Cliffs isn't on the map and won't see the map (or whatever stand-in reference point). * The war and my desertion of my unit isn't relevant or central. * The priesthood, matters of faith, conversion, and comeuppance (from your desertion, from your false doctrine or fraudulence, from your faltering conscience) aren't relevant or central. Why would any of these be on the character sheet if they aren't relevant or central to play? I mean, sure, offload them elsewhere if one likes (draw a picture of this character you're imagining or write some fan-fic or a backstory on a sheet of paper). But why are they on the character sheet? Let's imagine the player of James from Split Hoof Cliffs looks at the rulebook and knives appear to be mega mortal threats at first glance. However, in play, any or all of the following is true: * The game treats physical conflicts with a serious advancement penalty vs engaging in and resolving alternative types of conflicts (convincing folks, convincing other folks to do your dirty work, running away and disappearing, etc). * The bigness of knives and a honed edge have little to no actual impact on resolution, but you spend PC build budget points (or whatever) on "Big" and "Sharp." * Getting in melee combat is extraordinarily dangerous when contrasted with convincing folks or running away or whatever ranged combat there is. The "die-out" rate or "irrevocably maimed" rate is punishingly high. Now imagine that the game says somewhere for players to read "go boldly into danger." That stuff seems like a problem. EDIT: Cross-posted. What are my personal preferences? Frogreaver, you xp'd this so I'll ask you the same question? [/QUOTE]
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