Started by Frank Tarcikowski, February 11, 2009, 05:35:04 AM
Quoteand the size of the fallout dice you accumulate depends on the precise details of my raise.
Quote from: Callan S. on February 17, 2009, 05:14:01 PMI can just never see it when people say 'The SIS/the details of the imagined space determines the value of X'. I can only ever see the matrix of player decision points beneath the veneer of the 'SIS determines X!', or I can see how someone is denying me the information that shows that matrix.
Quote from: Frank Tarcikowski on February 13, 2009, 11:39:08 AMIn my experience, if you have a game system that works perfectly well without investing much in the SIS, people may tend to rush the story and their imagination of the actual in-game situation gets rather blurry.
QuoteIn games without any rules of the #2 sort, without rules that depend distinctly upon details of the character's in-fiction position and history, play can collapse into a mechanics-only, rushed, blurry, play-in-summary mode.
Quote from: Callan S. on February 20, 2009, 06:13:17 PMYes, but who decides if they have been in the presence of the wolf king?
Quote from: lumpley on February 23, 2009, 12:25:03 PMIt happened, same as looking down at the 6 showing on the die. Or, to put it another way, the group decided, back when it happened, in play; nobody has to decide it anew.
QuoteIf it didn't happen in play, but might have happened anyway, then you just write your rules to account for that case. For instance: only things that happen in play count, mechanically. Or: the GM decides based on what she considers most likely. Or: the player in question decides, because we should give her the benefit of the doubt. Or: the group votes. It's not hard, there are a zillion possible solutions, it's just a matter of deciding which suits your game.
QuoteBut that's just a sign that you as a group don't have as firm a grip on the SIS as I'd like you to if you were my group.