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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="Immortal Sun" data-source="post: 7769061"><p>Because, to quote Rick and Morty "One out of ten times it's a deadly trap, but...<strong>I'm ready to roll those dice!</strong>"</p><p></p><p>Even if its's a known karmic law of the universe, a lot of people aren't ready to roll those dice, it's just not in their nature. The people who are? Well those are usually the characters we're bringing to the table. Even still, failing <em>now</em> could be potentially devastating, depending on the circumstances. Do you let a bus full of kids go over the cliff now because in the future you <em>might</em> stop a nuclear bomb?</p><p></p><p>Plus, you don't really know when the Law of Karma will convert your failure <em>now</em> into success later, nor what kind of success, or what degree. Even if you ostensibly have control over it, you may need to burn that "success point" on something far less meaningful than the failure that earned it.</p><p></p><p>And "knowing the rules of the game" was fundamental to the plot of Diablo, the "nephalem" IE: the player characters, gained EXP due to their unique biology and this was something they could come to understand about how the universe worked. It didn't make the universe silly, since people who could gain EXP were a limited quantity, and even if there were more, they would never know until they "rolled the dice".</p><p></p><p>I actually always wanted to try out the latter in a game, have the PCs actually come to understand some of the "meta" rules like levels and experience because they had a *spark* or whatever and see how that impacted their characters.</p><p></p><p>Not really trying to argue for or against anything here, just sort of musing on the concept of the characters knowing the "game" rules or not, which I always found conceptually interesting.</p></blockquote><p></p>
[QUOTE="Immortal Sun, post: 7769061"] Because, to quote Rick and Morty "One out of ten times it's a deadly trap, but...[B]I'm ready to roll those dice![/B]" Even if its's a known karmic law of the universe, a lot of people aren't ready to roll those dice, it's just not in their nature. The people who are? Well those are usually the characters we're bringing to the table. Even still, failing [I]now[/I] could be potentially devastating, depending on the circumstances. Do you let a bus full of kids go over the cliff now because in the future you [I]might[/I] stop a nuclear bomb? Plus, you don't really know when the Law of Karma will convert your failure [I]now[/I] into success later, nor what kind of success, or what degree. Even if you ostensibly have control over it, you may need to burn that "success point" on something far less meaningful than the failure that earned it. And "knowing the rules of the game" was fundamental to the plot of Diablo, the "nephalem" IE: the player characters, gained EXP due to their unique biology and this was something they could come to understand about how the universe worked. It didn't make the universe silly, since people who could gain EXP were a limited quantity, and even if there were more, they would never know until they "rolled the dice". I actually always wanted to try out the latter in a game, have the PCs actually come to understand some of the "meta" rules like levels and experience because they had a *spark* or whatever and see how that impacted their characters. Not really trying to argue for or against anything here, just sort of musing on the concept of the characters knowing the "game" rules or not, which I always found conceptually interesting. [/QUOTE]
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