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<blockquote data-quote="doctorbadwolf" data-source="post: 8597049" data-attributes="member: 6704184"><p>This, exactly, is why while I have taken some lessons from PBTA style games, Quest for Chevar is definitely not such a game. </p><p></p><p>There is a success ladder, and most checks will result in some sort of mix of success and failure, but the focus is always on what the characters do by way of asking the player what, of a couple options, the character does. While those choices are siloed by the dice results, they are almost always "do you do this, this, or this", and there is very little "The price you pay is that your dad was getting groceries at the all-night market across the street, and as you land in the middle of the seemingly empty street, your opponent defeated, you look up and see your Dad staring at you, in shock." </p><p></p><p>Is that juicy and dramatic? sure. But what is more interesting to me is asking the player, "Do you push through to success and hurt yourself in process, push and endanger an ally or bystander and thus yourself, or push and complicate a relationship?" </p><p></p><p>I find that if you challenge players to fall into character and feel what the character feels and do what feels right for the character regardless of whether it's a good idea or optimal play, players will mostly rise to that challenge, and the gameplay that results is fantastic.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8597049, member: 6704184"] This, exactly, is why while I have taken some lessons from PBTA style games, Quest for Chevar is definitely not such a game. There is a success ladder, and most checks will result in some sort of mix of success and failure, but the focus is always on what the characters do by way of asking the player what, of a couple options, the character does. While those choices are siloed by the dice results, they are almost always "do you do this, this, or this", and there is very little "The price you pay is that your dad was getting groceries at the all-night market across the street, and as you land in the middle of the seemingly empty street, your opponent defeated, you look up and see your Dad staring at you, in shock." Is that juicy and dramatic? sure. But what is more interesting to me is asking the player, "Do you push through to success and hurt yourself in process, push and endanger an ally or bystander and thus yourself, or push and complicate a relationship?" I find that if you challenge players to fall into character and feel what the character feels and do what feels right for the character regardless of whether it's a good idea or optimal play, players will mostly rise to that challenge, and the gameplay that results is fantastic. [/QUOTE]
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