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<blockquote data-quote="Thasmodious" data-source="post: 4887561" data-attributes="member: 63272"><p>I think you are being far too literal in the face of an anecdote that wasn't. Wick is not saying that there should be an entry on the character sheet that reads "Hope:" and then has a box after it to enter a number. What he is saying, imo, is that what the game is about should be represented in the game system (whether designed, selected or house-ruled). If your game is about hope, how does that theme have representation in the system mechanics? For an example of this, think about Fallout 3 (if you've played it). Playing the good side in the game you begin to gain a reputation. As you do, the game system responds - you have people tell you that you bring hope to their lives and are an inspiration, a wasteland radio DJ starts telling of your exploits to bring hope to others, etc. In the game, your actions put you one side or the other, do you bring hope or despair? It's played out in the plot as well, the water reclamation project is the core plot and ultimately a project of hope.</p><p></p><p>As Cam points out, Paranoia is actually a perfect example of the game system repping the games theme. There is no Paranoia stat, but the mechanics of character design make you both a mutant and a traitor, the very things the Computer is seeking to root out and destroy. You know that if your abilities and affiliations are found out, your party will kill you swiftly and with much glee, and you are looking for the opportunity to do the same. The mechanics of the game create this humorous, entertaining, paranoid conflict.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 4887561, member: 63272"] I think you are being far too literal in the face of an anecdote that wasn't. Wick is not saying that there should be an entry on the character sheet that reads "Hope:" and then has a box after it to enter a number. What he is saying, imo, is that what the game is about should be represented in the game system (whether designed, selected or house-ruled). If your game is about hope, how does that theme have representation in the system mechanics? For an example of this, think about Fallout 3 (if you've played it). Playing the good side in the game you begin to gain a reputation. As you do, the game system responds - you have people tell you that you bring hope to their lives and are an inspiration, a wasteland radio DJ starts telling of your exploits to bring hope to others, etc. In the game, your actions put you one side or the other, do you bring hope or despair? It's played out in the plot as well, the water reclamation project is the core plot and ultimately a project of hope. As Cam points out, Paranoia is actually a perfect example of the game system repping the games theme. There is no Paranoia stat, but the mechanics of character design make you both a mutant and a traitor, the very things the Computer is seeking to root out and destroy. You know that if your abilities and affiliations are found out, your party will kill you swiftly and with much glee, and you are looking for the opportunity to do the same. The mechanics of the game create this humorous, entertaining, paranoid conflict. [/QUOTE]
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