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<blockquote data-quote="mneme" data-source="post: 5537443" data-attributes="member: 59248"><p>Eh. If you want something to happen, and the player wants something to happen--just let it happen.</p><p></p><p>You don't dice out history that you're bringing into the game, right? You just make it up. The same should be true for consensus reality; if your'e already planning on weighting things such that things are far more likely to end up going one way, you're often better off just fiatting the stuff (particularly if none of the players in question want anything else; obviously if they -want- a chance to fight fate and you're willing to let to the dice fall how they may, you might as well).</p><p></p><p>But if you're already thinking "if they succeed, here's my backup plan to have what I want happen anyway," it's time to pull out the fiat stick.</p><p></p><p>OTOH, if you're thinking "if the players don't do what I want, here's how I get what I want anyway" (which you aren't, AFAICT, this is you struggling with yourself, mostly), it's time to sit back and reflect, because player choices should matter. But in this case, there's no reason to give players the choice; the choice has (out of game) been made, and your'e framing the -next- sequence.</p></blockquote><p></p>
[QUOTE="mneme, post: 5537443, member: 59248"] Eh. If you want something to happen, and the player wants something to happen--just let it happen. You don't dice out history that you're bringing into the game, right? You just make it up. The same should be true for consensus reality; if your'e already planning on weighting things such that things are far more likely to end up going one way, you're often better off just fiatting the stuff (particularly if none of the players in question want anything else; obviously if they -want- a chance to fight fate and you're willing to let to the dice fall how they may, you might as well). But if you're already thinking "if they succeed, here's my backup plan to have what I want happen anyway," it's time to pull out the fiat stick. OTOH, if you're thinking "if the players don't do what I want, here's how I get what I want anyway" (which you aren't, AFAICT, this is you struggling with yourself, mostly), it's time to sit back and reflect, because player choices should matter. But in this case, there's no reason to give players the choice; the choice has (out of game) been made, and your'e framing the -next- sequence. [/QUOTE]
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