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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="The Crimson Binome" data-source="post: 7768821" data-attributes="member: 6775031"><p>Perhaps I should have said, "Bribing you to let your brother die is a thing that could definitely happen in FATE". It is exactly the sort of thing that <em>could</em> happen in FATE, assuming the relevant parameters were chosen accordingly. You <em>could</em> have a brother, who dies at an inconvenient time, which results in a complication.</p><p>To be fair, that's a legitimate complaint about OS role-playing games, is that they don't lead to interesting narratives because there's no reason why anyone would choose to have a flaw. Logically, we all know that flaws are bad; so all else being equal, there's no reason why anyone would choose to play flawed character. Any game that wants players to play flawed characters will need some way of addressing this issue.</p><p>It's not meta-gaming on the grounds of it being against the character's best interests. It's meta-gaming on the grounds that it's telling you-the-player to take the Fate point into consideration when making this decision, where the Fate point isn't something that the character could possibly know about; there's no causal link between stealing the thing and later doing the backflip, within the character's understanding of how their world works.</p><p></p><p>If it had just said, "the character should do the thing, because it's the in-character thing for them to do, which we know by looking at their traits," then that would be one thing. OS games also do that. (Sometimes, they'll give you a Willpower roll to avoid doing the thing.) That the book actually tells you something bad will come of it in the short term, but you should do it anyway in order to causally affect change later on, is another matter entirely.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7768821, member: 6775031"] Perhaps I should have said, "Bribing you to let your brother die is a thing that could definitely happen in FATE". It is exactly the sort of thing that [I]could[/I] happen in FATE, assuming the relevant parameters were chosen accordingly. You [I]could[/I] have a brother, who dies at an inconvenient time, which results in a complication. To be fair, that's a legitimate complaint about OS role-playing games, is that they don't lead to interesting narratives because there's no reason why anyone would choose to have a flaw. Logically, we all know that flaws are bad; so all else being equal, there's no reason why anyone would choose to play flawed character. Any game that wants players to play flawed characters will need some way of addressing this issue. It's not meta-gaming on the grounds of it being against the character's best interests. It's meta-gaming on the grounds that it's telling you-the-player to take the Fate point into consideration when making this decision, where the Fate point isn't something that the character could possibly know about; there's no causal link between stealing the thing and later doing the backflip, within the character's understanding of how their world works. If it had just said, "the character should do the thing, because it's the in-character thing for them to do, which we know by looking at their traits," then that would be one thing. OS games also do that. (Sometimes, they'll give you a Willpower roll to avoid doing the thing.) That the book actually tells you something bad will come of it in the short term, but you should do it anyway in order to causally affect change later on, is another matter entirely. [/QUOTE]
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