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<blockquote data-quote="Kannik" data-source="post: 8258972" data-attributes="member: 984"><p>Another angle on this (which also, in a way, ties into FATE) is how broad and permissive a gaming system is. In other words, is the system built around “you can really only do X if you have the right skill/ability for things (and here is the long list of skills and abilities).” Or is it more permissive and says “with this broad skill/ability you can do ALLLLL these things. <em>Now choose which ones wouldn’t make sense for your character</em>.”</p><p></p><p>Often there’s the temptation to build characters with limited weaknesses (especially if the other players are competitive/mean/harsh, or the GM is running a meat grinder and/or is also harsh), but there can be equal fun in choosing where the character is not strong at all. (Sometimes making that choice on the fly the first time it comes up in a game/campaign.)</p><p></p><p>I read an account once of someone teaching their young child to play D&D, and upon seeing a treasure chest, the kid said, “I’m going to go up and check it for traps. I will find it, try to disarm it, fail, and take 2 points of damage.” The dad/DM was about to explain how the game was “supposed” to work, but stopped for a moment and thought this was incredibly remarkable. This failure was the narrative that engaged their child, and they liked this idea of adventure.</p><p></p><p>FATE, Mouse Guard (where you often narrate to failure), and a few others are games I’ve played that shone a light on this aspect of the game I’d never been present to before, and our group has now embraced it well and it’s made for richer RP. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Kannik, post: 8258972, member: 984"] Another angle on this (which also, in a way, ties into FATE) is how broad and permissive a gaming system is. In other words, is the system built around “you can really only do X if you have the right skill/ability for things (and here is the long list of skills and abilities).” Or is it more permissive and says “with this broad skill/ability you can do ALLLLL these things. [I]Now choose which ones wouldn’t make sense for your character[/I].” Often there’s the temptation to build characters with limited weaknesses (especially if the other players are competitive/mean/harsh, or the GM is running a meat grinder and/or is also harsh), but there can be equal fun in choosing where the character is not strong at all. (Sometimes making that choice on the fly the first time it comes up in a game/campaign.) I read an account once of someone teaching their young child to play D&D, and upon seeing a treasure chest, the kid said, “I’m going to go up and check it for traps. I will find it, try to disarm it, fail, and take 2 points of damage.” The dad/DM was about to explain how the game was “supposed” to work, but stopped for a moment and thought this was incredibly remarkable. This failure was the narrative that engaged their child, and they liked this idea of adventure. FATE, Mouse Guard (where you often narrate to failure), and a few others are games I’ve played that shone a light on this aspect of the game I’d never been present to before, and our group has now embraced it well and it’s made for richer RP. :) [/QUOTE]
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