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Where Has All the Magic Gone?
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<blockquote data-quote="Gimby" data-source="post: 4588659" data-attributes="member: 49875"><p>However, in the context of the game, fortune does not favour the bold. You can be as bold as you like and it won't make your dice roll higher. You can make the game favour the bold through fiat or by inbuilt bonusses if you like, but these can be looked at statistically.</p><p></p><p></p><p></p><p>Here, I think we are getting to the heart of your issue. There is a clear difference between the risk as perceived by the player and that perceived by the character. The character is willing to stride into the jaws of hell armed only with their wits and their trusty blade. The player on the other hand, is aware of the exact capabilities of the character and can make the kind of cost/benefit analysis that you describe. The character can do things which are risky and unlikely in context of the gameworld, which are reliable in terms of the rules mechanics. </p><p></p><p>An example of this would be using Wushu on the US Marshal example earlier in the thread - depending on how the encounter is set up, its possible that in either case the risk of actual failure is zero. However, it is possible in the context of the game rules to narrate either of those outcomes, depending on the desires of the players. Does that stop the second case being heroic, even though the narrative generated is exactly the same?</p><p></p><p></p><p></p><p>Indeed, and I don't think anyone in this thread is suggesting that characters should be timidly edging their way along that tightrope. Characters should (have the choice to, if appropriate to their characterisation) be bold and brave. Players on the other hand, may like not having to continually having to roll up new characters because the dice do not favour the bold.</p></blockquote><p></p>
[QUOTE="Gimby, post: 4588659, member: 49875"] However, in the context of the game, fortune does not favour the bold. You can be as bold as you like and it won't make your dice roll higher. You can make the game favour the bold through fiat or by inbuilt bonusses if you like, but these can be looked at statistically. Here, I think we are getting to the heart of your issue. There is a clear difference between the risk as perceived by the player and that perceived by the character. The character is willing to stride into the jaws of hell armed only with their wits and their trusty blade. The player on the other hand, is aware of the exact capabilities of the character and can make the kind of cost/benefit analysis that you describe. The character can do things which are risky and unlikely in context of the gameworld, which are reliable in terms of the rules mechanics. An example of this would be using Wushu on the US Marshal example earlier in the thread - depending on how the encounter is set up, its possible that in either case the risk of actual failure is zero. However, it is possible in the context of the game rules to narrate either of those outcomes, depending on the desires of the players. Does that stop the second case being heroic, even though the narrative generated is exactly the same? Indeed, and I don't think anyone in this thread is suggesting that characters should be timidly edging their way along that tightrope. Characters should (have the choice to, if appropriate to their characterisation) be bold and brave. Players on the other hand, may like not having to continually having to roll up new characters because the dice do not favour the bold. [/QUOTE]
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