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Your character died. Big deal.
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4512069" data-attributes="member: 710"><p>The story isn't entirely prescripted, regardless of "Death Flags" or other narrative elements. You can't have everything. YOu still follow rules that limit your control on the story. The cleverness on how you use the rules, and how players and DM interact with each others define the outcome, and while you might select certain "themes" and enable certain outcomes, there is still a "unsafe" element. </p><p></p><p>In Torg, there were "subplot" cards like "Romance", "Connection", "Mistaken Identity", "Martyr". These cards were distributed at random - there wasn't even a guarantee you get a particular one. This random element alone meant that pure luck changed how the story told in the game would look like. And just because you had the card didn't mean you need to play it - maybe you never need a Connection to help you during the adventure. Or at the point you get the Romance card and play it, the DM doesn't have a suitable "target" and instead rewards you with a possibility. Maybe the group never gets into deep enough trouble to require a Martyr to get you out... </p><p></p><p></p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p>You might call them that, but your call would be wrong. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>In an RPG that tries to recreate a certain feel and story, it is YOU that is making it possible. You are using rules that constrain your options. Random Chance and your skills in using the system affects the outcome of the story. It gives you a relationship to the resulting story that reading a novel or writing a novel doesn't give you. It is a unique experience that can't be replicated by becoming a novel writer or movie watcher or something like that. Only an RPG can give it you.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4512069, member: 710"] The story isn't entirely prescripted, regardless of "Death Flags" or other narrative elements. You can't have everything. YOu still follow rules that limit your control on the story. The cleverness on how you use the rules, and how players and DM interact with each others define the outcome, and while you might select certain "themes" and enable certain outcomes, there is still a "unsafe" element. In Torg, there were "subplot" cards like "Romance", "Connection", "Mistaken Identity", "Martyr". These cards were distributed at random - there wasn't even a guarantee you get a particular one. This random element alone meant that pure luck changed how the story told in the game would look like. And just because you had the card didn't mean you need to play it - maybe you never need a Connection to help you during the adventure. Or at the point you get the Romance card and play it, the DM doesn't have a suitable "target" and instead rewards you with a possibility. Maybe the group never gets into deep enough trouble to require a Martyr to get you out... ;) You might call them that, but your call would be wrong. ;) In an RPG that tries to recreate a certain feel and story, it is YOU that is making it possible. You are using rules that constrain your options. Random Chance and your skills in using the system affects the outcome of the story. It gives you a relationship to the resulting story that reading a novel or writing a novel doesn't give you. It is a unique experience that can't be replicated by becoming a novel writer or movie watcher or something like that. Only an RPG can give it you. [/QUOTE]
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