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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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<blockquote data-quote="pemerton" data-source="post: 6285305" data-attributes="member: 42582"><p>Casablanca is premised on a plot-hole (namely, that letters of transit signed by General De Gaulle would have irrevocable legal standing in Vichy France). Nevertheless it remains one of the greatest movies of all time.</p><p></p><p>I am sure my games contain plot holes: the amount of content that gets generated per session is more than I or the players can remember, and much of it doesn't get written down because we're in the process of playing the game.</p><p></p><p>Plot consistency is not, for me at least, the sole (or even the principal) measure of the quality of a work of fiction.</p><p></p><p>Back on topic: if someone's main reason for playing is a particular character concept, and the game (due to mechanical features) delays acquisition of the concept, then I agree with [MENTION=22779]Hussar[/MENTION] and [MENTION=63508]Minigiant[/MENTION] that it's natural that players will want to move quickly through the prior parts of the game.</p><p></p><p>I'm personally not sure that "character concept" - which is often conceived as if it was independent of ingame relationships and motivations for the PC - should be such a big focus of play, but that's a consequence of bigger issues like campaign and adventure design (eg in an adventure path, what does the player have control over other than character concept?).</p></blockquote><p></p>
[QUOTE="pemerton, post: 6285305, member: 42582"] Casablanca is premised on a plot-hole (namely, that letters of transit signed by General De Gaulle would have irrevocable legal standing in Vichy France). Nevertheless it remains one of the greatest movies of all time. I am sure my games contain plot holes: the amount of content that gets generated per session is more than I or the players can remember, and much of it doesn't get written down because we're in the process of playing the game. Plot consistency is not, for me at least, the sole (or even the principal) measure of the quality of a work of fiction. Back on topic: if someone's main reason for playing is a particular character concept, and the game (due to mechanical features) delays acquisition of the concept, then I agree with [MENTION=22779]Hussar[/MENTION] and [MENTION=63508]Minigiant[/MENTION] that it's natural that players will want to move quickly through the prior parts of the game. I'm personally not sure that "character concept" - which is often conceived as if it was independent of ingame relationships and motivations for the PC - should be such a big focus of play, but that's a consequence of bigger issues like campaign and adventure design (eg in an adventure path, what does the player have control over other than character concept?). [/QUOTE]
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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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