Bill Zebub
“It’s probably Matt Mercer’s fault.”
@Bill Zebub
My examples include social/mental/emotional mechanics and social/emotional consequences:
* A player submitting his PC to the Depression Crit and addiction rules, because of something that has happened to his PC. These produced outcomes that he would not have chosen, and that no one else would have chosen.* A PC hesitating to murder, because of the Steel/hesitation rules.* A NPC turning away from his brother, and forming a deep animus towards the brother's companion, because of the rules for resolving social actions initiated by the PC.* A PC committing suicide, because of the interplay of the rules of the game, and the instigation of another PC.
Ok, now we’re back in the realm of PCs doing stuff, not just stuff happening to them. So I’m back to not understanding why my inclusion of the word “doing” was inaccurate.
In any event, I don’t find those examples beyond the range of what players do on their own, without social mechanics.
Maybe not suicide. Sacrifice oneself to save others, yes, but I’m pretty sure I don’t want to play in a game where straight up suicide happens.






