[IaWA] Breaking Bad Habits
Moreno R.:
Hi Vincent!
I am asking this for purely aesthetics reasons (I don't like the idea of negotiating future dice, so I am thinking about different ways to get the same results): I suppose that we could instead negotiate for "I get a particular strength called <I have locked you in my basement>", but in this case that particular strength would have to be at Significance 1, or the significance can be whatever we negotiate if it make sense in the fiction? (in this case, I can see that Particular Strenght as being doubly potent, unique (there is only one me to lock in the basement), far reaching and even consequential against maneuvering and covertly)
Mike Holmes:
OK, at this point I'm going to have to take a break and read the text. My one quick read didn't indicate to me that this stuff was possible. Further, it sounds to me like you're saying, "Go ahead, make up rules as you go!" for part of this. I'll be pleasantly surprised if/when I find this in the text. If so, then all I can say is that the text didn't seem to indicate this on a quick read, which isn't much damnation at all.
This all said, if this is the case that this is how the game is supposed to play, then I'm going to start down the other road of condemnation... but we'll wait for that...
Mike
lumpley:
Condemnation, huh? How about you skip it?
-Vincent
Mike Holmes:
Yeah, I'll probably address the concern in the design thread I'm doing at Story-games.
Mike
Noclue:
Quote from: Mike Holmes on May 06, 2008, 04:43:46 AM
Hmm. Let me try to elicit the principle behind this in greater detail. Let's say that I maneuvered you onto a desert isle, but forgot that there's a ship that we narrated that stops there regularly, which gives a player an easy explanation for how his character might return. So do you narrate returning? It's plausible, and I just forgot about it. Or do you narrate that you miss the ship, because you're lost on the island, understanding my goal as a player in stranding you on the isle?
Mike, in the example you agreed to a PC on an Island and you got a PC on an Island. You got the fiction you agreed to in negotiation. The assumption is you wanted that more than you wanted to injure or exhaust the loser. If you had some hidden player goal that you really wanted instead, like trapped on an island until the end of the chapter or something, shouldn't that have been included as part of the negotiation?
In terms of negotiating mechanical consequences, page 18 doesn't explicitly list the examples from your post, but it basically says you can negotiate for changes in the loser's character sheet. That's pretty open-ended. The one I liked from our last game was "I want you to erase your particular strength. Otherwise, not only will I injure your character, I will keep injuring him until he's dead."
I want to say, I'm finding this thread extremely useful.
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