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<blockquote data-quote="pawsplay" data-source="post: 4271273" data-attributes="member: 15538"><p>D&D meets the test handily. You can of course attempt to cause a self-inflicted non-lethal wound. It's up to the DM to adjudicate the action. There is a rule for this situation: in the absence of specific rules, the DM decides how to proceed.</p><p></p><p>Not only is this a basic principle of RPGs, it is central to the design of rules-lite systems. And in any system, you can point to a hiearchical level of resolution that begins with "Use the rule in the book that covers this situation properly" to "use something similar to the game's general mechanics" in the middle to "GM fiat" at the other end.</p><p></p><p>As an example of two games that do NOT fulfill this requirement:</p><p></p><p>1) The Baron Munchausen Roleplaying Game. Despite the name, this is not a traditional role-playing game, but a structured storytelling game where players role-play. Just as an example, you cannot decide to poison your rivals, or even commit suicide. It is outside the bounds of game, not a permitted action, and there is no GM if you wanted to "house-rule" it.</p><p></p><p>2) Another example is City of Heroes, the MMORPG. No matter now annoying the hedges in Perez PArk, you cannot simply bowl through them with super strength or burn them down with fire. You cannot even move through them with Plant Control. No, the only way to deal with them is to wander through the annoying maze, or get a friend within the maze to teleport you in. </p><p></p><p></p><p></p><p>You had some immersive experience that contributed to your decision, you make the design decision, then you immerse yourself in the results. Design-immersion is circular, very much a chicken-and-egg scenario. The only non-immersive design decisions are made before anything is done. As you can see, this isn't the best place to talk about a Fate Point.</p><p></p><p>Fate Points are more relevant to Story, specifically to decision-making. My assumption is that both meta and immersive reasons contribute to this decision.</p><p></p><p></p><p></p><p>What about it? I do take issue with "metagame free" there is no such thing. If you create a character to play, you obviously have an intention as to how you plan to play them.</p><p></p><p></p><p></p><p>I reject both presuppositions, actually. In my view, there are no entirely metagame processes, except those that precede play, and no resolution process that does not entail metagame.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4271273, member: 15538"] D&D meets the test handily. You can of course attempt to cause a self-inflicted non-lethal wound. It's up to the DM to adjudicate the action. There is a rule for this situation: in the absence of specific rules, the DM decides how to proceed. Not only is this a basic principle of RPGs, it is central to the design of rules-lite systems. And in any system, you can point to a hiearchical level of resolution that begins with "Use the rule in the book that covers this situation properly" to "use something similar to the game's general mechanics" in the middle to "GM fiat" at the other end. As an example of two games that do NOT fulfill this requirement: 1) The Baron Munchausen Roleplaying Game. Despite the name, this is not a traditional role-playing game, but a structured storytelling game where players role-play. Just as an example, you cannot decide to poison your rivals, or even commit suicide. It is outside the bounds of game, not a permitted action, and there is no GM if you wanted to "house-rule" it. 2) Another example is City of Heroes, the MMORPG. No matter now annoying the hedges in Perez PArk, you cannot simply bowl through them with super strength or burn them down with fire. You cannot even move through them with Plant Control. No, the only way to deal with them is to wander through the annoying maze, or get a friend within the maze to teleport you in. You had some immersive experience that contributed to your decision, you make the design decision, then you immerse yourself in the results. Design-immersion is circular, very much a chicken-and-egg scenario. The only non-immersive design decisions are made before anything is done. As you can see, this isn't the best place to talk about a Fate Point. Fate Points are more relevant to Story, specifically to decision-making. My assumption is that both meta and immersive reasons contribute to this decision. What about it? I do take issue with "metagame free" there is no such thing. If you create a character to play, you obviously have an intention as to how you plan to play them. I reject both presuppositions, actually. In my view, there are no entirely metagame processes, except those that precede play, and no resolution process that does not entail metagame. [/QUOTE]
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