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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="Aldarc" data-source="post: 7768819" data-attributes="member: 5142"><p>I don't think that the spirit of Fate is about bribing you to let your brother die. You are more likely to be bribed so that he doesn't (Trouble: "I owe my brother my life."), but that you may have to sacrifice something in the process, such as letting the BBEG escape so that you can save him. </p><p></p><p>Also Troubles in Fate are not so much about getting the player to act against their character's best interests, but so that they lean into their self-designated drama and embrace story complications. Troubles are self-selected. They are created by players to suggest to the GM what sort of complications <em>they want</em> their own character to experience in the story. If anything, it's meant to counteract the player's metagame-tendencies in which the player's rational overwrites what may be the more compelling in-character decision. This of course gets under some people's skins: "How dare you presume that my character would behave like this?! I know how best to RP my character! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":mad:" />" Fate's Answer: "Because you made that issue the Trouble for your character, and now that this issue has come up in-game, you are pretending like it's not your Trouble."</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7768819, member: 5142"] I don't think that the spirit of Fate is about bribing you to let your brother die. You are more likely to be bribed so that he doesn't (Trouble: "I owe my brother my life."), but that you may have to sacrifice something in the process, such as letting the BBEG escape so that you can save him. Also Troubles in Fate are not so much about getting the player to act against their character's best interests, but so that they lean into their self-designated drama and embrace story complications. Troubles are self-selected. They are created by players to suggest to the GM what sort of complications [I]they want[/I] their own character to experience in the story. If anything, it's meant to counteract the player's metagame-tendencies in which the player's rational overwrites what may be the more compelling in-character decision. This of course gets under some people's skins: "How dare you presume that my character would behave like this?! I know how best to RP my character! :mad:" Fate's Answer: "Because you made that issue the Trouble for your character, and now that this issue has come up in-game, you are pretending like it's not your Trouble." [/QUOTE]
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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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