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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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<blockquote data-quote="Umbran" data-source="post: 7768817" data-attributes="member: 177"><p>We have a fictional event, and the mechanics that model it. We are talking about one specific mechanic - so that is fixed, and we only have one model. That model is only appropriate for impacts of a fixed sort of severity. Anything lower or greater are not modeled by this mechanic. This is important to note, because "FATE would definitely bribe you to let your brother die," means one thing in the common parlance, but something different if you are using this particular mechanic. </p><p></p><p></p><p></p><p></p><p>I don't know which book you're using (there are several that have the base mechanics, related with different examples). But...</p><p></p><p>Really? The character <em>IS A THIEF</em>. That pretty solidly implies they steal regularly. Clearly, the character does not think stealing is against their interests, in general! They do this all the time and don't get caught! The *player* knows this will end in a less-than-optimal way, but the character does not.</p><p></p><p>Or, alternatively, the fact that it is "against their interests" is a bogus point, because <em>people do not always make optimal choices</em>. We choose to do things against our own best interests pretty commonly, or act without knowign for sure what the consequences will be, so this should not seen as problematic. </p><p></p><p>And, more importantly, if they steal now, they will be able to do that all-important triple backflip that will land them right behind the BBEG for the backstab later. Thus, in total:</p><p></p><p>The player knows that the short-term situation is annoying, but the long-term is in the character's best interests. </p><p></p><p>The character, being a flawed human (elf, dwarf, flumph, or whatever) being, either thinks they are acting in their own best interests, or they don't care, or are beyond their ability to resist the choice - the player can choose which, depending on how the aspect being tagged is written. </p><p></p><p>Remember that this is generally done in the process of tagging an Aspect that the player chose - it defines who the character is. Arguments about how this is "metagame" because it causes the player to make a choice not in the character's best interest miss the point that the aspect implies that the character makes such choices often enough to consider it a major trait. The GM, in effect, is asking for the player to act *in-character* in a specific way at this moment.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7768817, member: 177"] We have a fictional event, and the mechanics that model it. We are talking about one specific mechanic - so that is fixed, and we only have one model. That model is only appropriate for impacts of a fixed sort of severity. Anything lower or greater are not modeled by this mechanic. This is important to note, because "FATE would definitely bribe you to let your brother die," means one thing in the common parlance, but something different if you are using this particular mechanic. I don't know which book you're using (there are several that have the base mechanics, related with different examples). But... Really? The character [i]IS A THIEF[/i]. That pretty solidly implies they steal regularly. Clearly, the character does not think stealing is against their interests, in general! They do this all the time and don't get caught! The *player* knows this will end in a less-than-optimal way, but the character does not. Or, alternatively, the fact that it is "against their interests" is a bogus point, because [I]people do not always make optimal choices[/I]. We choose to do things against our own best interests pretty commonly, or act without knowign for sure what the consequences will be, so this should not seen as problematic. And, more importantly, if they steal now, they will be able to do that all-important triple backflip that will land them right behind the BBEG for the backstab later. Thus, in total: The player knows that the short-term situation is annoying, but the long-term is in the character's best interests. The character, being a flawed human (elf, dwarf, flumph, or whatever) being, either thinks they are acting in their own best interests, or they don't care, or are beyond their ability to resist the choice - the player can choose which, depending on how the aspect being tagged is written. Remember that this is generally done in the process of tagging an Aspect that the player chose - it defines who the character is. Arguments about how this is "metagame" because it causes the player to make a choice not in the character's best interest miss the point that the aspect implies that the character makes such choices often enough to consider it a major trait. The GM, in effect, is asking for the player to act *in-character* in a specific way at this moment. [/QUOTE]
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