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What is "railroading" to you (as a player)?
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<blockquote data-quote="hawkeyefan" data-source="post: 9871331" data-attributes="member: 6785785"><p>I’d say to maybe check out <em>The Between</em>. There aren’t any rules that would compel you to act contrary to what you think your character would do… not unless you introduce it as a potential consequence yourself. But it does require that you not have a fully fleshed out sense of who your character is. </p><p></p><p>Might prove fun to let go of that and just play a character in response to play rather than based on preconceptions of who they are and must be. </p><p></p><p>Or it might drive you crazy! But it doesn’t do what you’re saying you can’s stand.</p><p></p><p></p><p></p><p>I wouldn’t say not ever. But not in the way you seem most worried about. </p><p></p><p>In Spire, yes, mechanics can tell you how your character may behave after a certain point. This is as a result of Fallout, which is a consequence once your character has accumulated too much Stress. There are different types of Fallout… <strong>Blood</strong> (physical injury), <strong>Mind</strong> (mental trauma), <strong>Shadow</strong> (exposure of your secret rebel life), <strong>Silver</strong> (financial ruin/debt), and <strong>Reputation</strong> (social standing). This system is designed to show the cost that rebellion takes on people. The character is expected to change as a result of their chosen life. So, it’s going to happen. But it’s not happening all the time or easily. </p><p></p><p>In <em>Stonetop</em>, examples are even less common. There’s the one [USER=7044099]@zakael19[/USER] mentioned with the barbarian like Stormblessed Heavy. They can choose to roil with anger, granting them storm like abilities in combat. But, it’s not easy to rein in… they need to succeed on a Wisdom roll or else they do some “damned fool thing”. This represents the character’s lack of control, so, in my eyes, suits the situation perfectly. And the player is the one who gets to choose what the “damned fool thing” actually is. So, while there is risk involved, and some loss of agency, this is not a situation where the player is entirely without say. </p><p></p><p></p><p></p><p>ai agree about 5e characters… which is one of the reasons such caution tends to drive me crazy. As for Blades… all I can say is that based on what you’ve said, I take your assessment of the game with a grain of salt.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9871331, member: 6785785"] I’d say to maybe check out [I]The Between[/I]. There aren’t any rules that would compel you to act contrary to what you think your character would do… not unless you introduce it as a potential consequence yourself. But it does require that you not have a fully fleshed out sense of who your character is. Might prove fun to let go of that and just play a character in response to play rather than based on preconceptions of who they are and must be. Or it might drive you crazy! But it doesn’t do what you’re saying you can’s stand. I wouldn’t say not ever. But not in the way you seem most worried about. In Spire, yes, mechanics can tell you how your character may behave after a certain point. This is as a result of Fallout, which is a consequence once your character has accumulated too much Stress. There are different types of Fallout… [B]Blood[/B] (physical injury), [B]Mind[/B] (mental trauma), [B]Shadow[/B] (exposure of your secret rebel life), [B]Silver[/B] (financial ruin/debt), and [B]Reputation[/B] (social standing). This system is designed to show the cost that rebellion takes on people. The character is expected to change as a result of their chosen life. So, it’s going to happen. But it’s not happening all the time or easily. In [I]Stonetop[/I], examples are even less common. There’s the one [USER=7044099]@zakael19[/USER] mentioned with the barbarian like Stormblessed Heavy. They can choose to roil with anger, granting them storm like abilities in combat. But, it’s not easy to rein in… they need to succeed on a Wisdom roll or else they do some “damned fool thing”. This represents the character’s lack of control, so, in my eyes, suits the situation perfectly. And the player is the one who gets to choose what the “damned fool thing” actually is. So, while there is risk involved, and some loss of agency, this is not a situation where the player is entirely without say. ai agree about 5e characters… which is one of the reasons such caution tends to drive me crazy. As for Blades… all I can say is that based on what you’ve said, I take your assessment of the game with a grain of salt. [/QUOTE]
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