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Worlds of Design: Golden Rules for RPGs
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<blockquote data-quote="Lanefan" data-source="post: 9042374" data-attributes="member: 29398"><p>Oh, I agree with you here, don't get me wrong. And I've seen players by their own choice do just this with their characters on occasion.</p><p></p><p>Yet even in situations where all the choices are crappy there's still choices, and the associated agency to make them. The character could flee and hope the knives all miss, or stand in as a sacrificial hero and hope to pull out that against-all-odds win, or could surrender to the enemy as a means of buying some time for the rest of the crew to get out, or whatever.</p><p></p><p>The point is that a) the player still gets to make that choice and that b) the dice are honoured even if they provide that long-shot upset.</p><p></p><p>Also, keep in mind here we're only looking at an end state to a process; one would like to think that said end state was arrived at through the process of players making free choices, even if the choices were (or turned out to be) unlucky and-or unwise. That is to say, there had to have been a whole series of choices - both large and small - made upstream that put that character in a situation where it's highly likely to die no matter what it does next.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9042374, member: 29398"] Oh, I agree with you here, don't get me wrong. And I've seen players by their own choice do just this with their characters on occasion. Yet even in situations where all the choices are crappy there's still choices, and the associated agency to make them. The character could flee and hope the knives all miss, or stand in as a sacrificial hero and hope to pull out that against-all-odds win, or could surrender to the enemy as a means of buying some time for the rest of the crew to get out, or whatever. The point is that a) the player still gets to make that choice and that b) the dice are honoured even if they provide that long-shot upset. Also, keep in mind here we're only looking at an end state to a process; one would like to think that said end state was arrived at through the process of players making free choices, even if the choices were (or turned out to be) unlucky and-or unwise. That is to say, there had to have been a whole series of choices - both large and small - made upstream that put that character in a situation where it's highly likely to die no matter what it does next. [/QUOTE]
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