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Why Do You Hate An RPG System?
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<blockquote data-quote="Nagol" data-source="post: 7909796" data-attributes="member: 23935"><p>In FATE, the player and the character motivations can end up at odds ("I'd never steal! But my player thinks taking the chip is a better choice and is willing to insert a narrative complication here and now so I guess I will". The player has complete control over the character actions, but the character can never exceed or fail to meet expectations.</p><p></p><p>GURPS, Hero, Pendragon, and other games with mechanical impulse-control systems mechanically model aspirational view versus in-the-face-of-temptation effects. The character and player motivations stay aligned, but the character may have either hidden depths or insufficient strength to succeed where the player would like. "I would never steal. I'm a good person. I really shouldn't take that wallet. Taking that wallet really wasn't stealing! OK, it was, but it was in a good cause!". It is not mind control so much as either exceeding or failing to live up to player expectations.</p><p></p><p>In GURPs and Hero, the dice will only remove control in those situations the player specifically arranges as part of character creation -- for which the player is duly compensated. You don't want to have an impulse control problem? Avoid the character attributes that inflict them.</p><p></p><p>Some campaigns specifically insist on a variety to better emulate the expected genre -- "Unwilling to kill" is a fairly common default expectation in the superhero genre games, for example.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7909796, member: 23935"] In FATE, the player and the character motivations can end up at odds ("I'd never steal! But my player thinks taking the chip is a better choice and is willing to insert a narrative complication here and now so I guess I will". The player has complete control over the character actions, but the character can never exceed or fail to meet expectations. GURPS, Hero, Pendragon, and other games with mechanical impulse-control systems mechanically model aspirational view versus in-the-face-of-temptation effects. The character and player motivations stay aligned, but the character may have either hidden depths or insufficient strength to succeed where the player would like. "I would never steal. I'm a good person. I really shouldn't take that wallet. Taking that wallet really wasn't stealing! OK, it was, but it was in a good cause!". It is not mind control so much as either exceeding or failing to live up to player expectations. In GURPs and Hero, the dice will only remove control in those situations the player specifically arranges as part of character creation -- for which the player is duly compensated. You don't want to have an impulse control problem? Avoid the character attributes that inflict them. Some campaigns specifically insist on a variety to better emulate the expected genre -- "Unwilling to kill" is a fairly common default expectation in the superhero genre games, for example. [/QUOTE]
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