06-24-2018, 12:57 PM | #41 | |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: Social Engineering's "Influencing PCs" box, pg. 32
Quote:
The authority I have as a GM, I have by consent, and I gain that consent by earning the trust of the players. And part of what gains that trust is consulting with the players about what makes sense in terms of their character concepts. They trust me to present the world, and to make up features of the world as we go along, in a way that preserves consistency; I trust them to do the same for their characters. And the world concept and the character concepts are more important than the rules. An emphasis on rules, and on characters having only traits that are defined by the rules and explicitly written down, works with an emphasis on the "game" aspect of an RPG. But what I emphasize more is the "narrative" aspect. And that necessarily includes things that aren't defined by rules, or worked out in advance, but are improvised in a way compatible with what's written down. Let me tell you a story. Many years ago, I interviewed Vernor Vinge for a newsletter I was editing. And while doing so, I asked him about how things worked in the setting of A Deepness in the Sky, his then most recent novel. And what he said was, "It's possible that X." It's possible! That is, he hadn't already decided (behind the scenes) that X was true, and he didn't think of X as something that he could just decree to be true; X was more like something he could discover, as a feature of an imagined world that had certain known features that he had defined. Of course, Vinge is a mathematician, and that's how mathematicians approach the imaginary worlds of mathematics. But that's also how I approach the imagined worlds of game settings.
__________________
Bill Stoddard I don't think we're in Oz any more. |
|
06-24-2018, 12:59 PM | #42 | |||
Join Date: Dec 2007
|
Re: Social Engineering's "Influencing PCs" box, pg. 32
Quote:
Quote:
Quote:
Last edited by David Johnston2; 06-24-2018 at 01:17 PM. |
|||
06-24-2018, 01:08 PM | #43 | ||||
Join Date: Jun 2018
|
Re: Social Engineering's "Influencing PCs" box, pg. 32
Quote:
Quote:
Quote:
Quote:
|
||||
06-24-2018, 01:13 PM | #44 | |||
Join Date: Jun 2018
|
Re: Social Engineering's "Influencing PCs" box, pg. 32
Quote:
Instead of role-playing it's something else. Quote:
In a system that is rules-lite, advantages and disadvantages, for instance, wouldn't have precise numerical point values. They would have a few vague tiers at most — maybe just two (weak and strong). Quote:
Last edited by artichoke; 06-24-2018 at 01:20 PM. Reason: clarified "striking" point |
|||
06-24-2018, 01:28 PM | #45 | |
Join Date: Dec 2007
|
Re: Social Engineering's "Influencing PCs" box, pg. 32
Incorrect. I'm not saying you are wrong because you have a minority viewpoint. I'm saying you are wrong because because you are not succeeding at convincing anyone to change their mind and nobody is succeeding at changing your mind. This stands as an example of how it can simply be impossible to make a dent in someones choices when they already have made up their mind.
Quote:
|
|
06-24-2018, 01:32 PM | #46 | |
Join Date: Jun 2018
|
Re: Social Engineering's "Influencing PCs" box, pg. 32
Quote:
People do learn even if they try not to. |
|
06-24-2018, 01:49 PM | #47 | ||||||||||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
|
Re: Social Engineering's "Influencing PCs" box, pg. 32
Quote:
Quote:
Quote:
Or do you mean "it's okay to make up this detail later (after chargen) but they have to inform the GM before the detail ever comes into play"? Quote:
Quote:
Quote:
Quote:
Quote:
Your rather proving that it doesn't matter how well reasoned the argument, a person can simply be dead set against it. Quote:
Quote:
Why else would the sidebox on pg 359 of Basic exist? Why else would the entire Reaction Table be a list of generalities instead of specifics? Quote:
Quote:
Thus: It is unreasonable to demand that every possible decision a Character may need to make be considered during chargen or even before the possible situation arises. |
||||||||||||
06-24-2018, 02:00 PM | #48 | ||||
Join Date: Jun 2018
|
Re: Social Engineering's "Influencing PCs" box, pg. 32
Quote:
Quote:
I said that the more important/core an attribute is the more it should be known, by the GM at the very minimum. Quote:
The more strongly the player feels about the PC having a quality the more important it is to clear it with the GM prior to play. This is not a controversial opinion. Quote:
Something that is inconsequential doesn't matter enough for the player to need/want/demand GM-style fiat for in the first place. Last edited by artichoke; 06-24-2018 at 02:07 PM. Reason: added quirk/perk/inconsequential response |
||||
06-24-2018, 02:15 PM | #49 | |
Join Date: Dec 2007
|
Re: Social Engineering's "Influencing PCs" box, pg. 32
No. It's not the lack of popularity of your point of view that refutes you. It's the impossibility of changing your mind as well as the impossibility of you changing anyone else's mind.
Quote:
|
|
06-24-2018, 02:17 PM | #50 | |
Join Date: Jun 2018
|
Re: Social Engineering's "Influencing PCs" box, pg. 32
Quote:
This is also the magical thinking fallacy. The only way a brain doesn't learn from stimuli is if they are never encountered by it. |
|
|
|