[Solar System] Rules question: Pool refreshment
JMendes:
Ahey, :)
Ok, so, we've had a couple of actual sessions of The West, already, beyond the setting creation and character creation, and we've already hit a couple of snags...
One such snag is that it's not so easy to interpret the words in pages 24 and 25 regarding Pool refreshment...
Quote
Characters refresh their Pools by relaxing and letting their guard downh, simply enuogh. Drama-wise, this is an opportunity for a slow point in the action, as a suitable refreshment scene is not about struggle or action at all.
Quote
The refreshing character has his guard down, so the refreshment scene is a tacit permission to mess with the character's fate in unexpected ways.
(What's with the italics around "guard down", anyway? :) )
Our questions:
A slow point in the action and not about struggle at all seems to indicate that pool refreshment scenes should not have conflict in them. Is that what's intended? Is that to be extended to mean that dice should not be rolled at all?
Tacit permission to mess with the character seems to indicate that the Story Guide is more or less free to impose the results of interaction with certain NPCs that are "out to get" the refreshing character. How far do you envision that going?
Also, me and Rogerio, one of the players in the group, we seem to have in our heads, from having read it somewhere, no doubt, that, should there be any actual conflicts, the refreshing character having his guard down means the refreshing character is going to lose those conflicts. However, we can't seem to find it in the book itself. Was that from a forum thread, maybe?
Cheers,
J.
Eero Tuovinen:
The way I play it, there can be conflicts in refreshment scenes, but they are low-key and do not concern nor threaten the matter of refreshment. As for having your guard down, it basically means relaxing your expectations over what the Story Guide can do to your character in framing scenes. While normally we wouldn't use a scene frame that started with something like "you did this stupid thing because I say so and need it for this scene to work, and now we have this interesting scene", after a refreshment that is allowable: the Story Guide can use this opportunity to introduce moments of human weakness, which might not happen so easily when the player is in charge. This is not so important for all groups, but for some it's absolutely essential that they have a rule in the game that clearly says that now is a moment when the character is actually, factually relaxed and willing to bend with the circumstances. Those are the moments when Samson lets his hair be cut, for example - utterly stupid and utterly human. Not all players need the Story Guide to come in and impose these sorts of events, but for many it is easier to have another player tell them how the circumstances the character isn't momentarily controlling lead the story on.
This doesn't mean that the Story Guide is out to get the characters, by the way, and the players should therefore try to avoid refreshments or make interesting developments difficult. Of course it does not, considering that the purpose of the game is not to win something or overcome everything the SG throws at you, emerging from the struggle a lone victor in a dead world. Rather, the players should go into the refreshment scenes in an accepting, open mood: that's what their characters are doing, because refreshment means relaxing and allowing the world to renew you. This is simply not possible for a character who is not willing to let go.
JMendes:
Ahey, :)
Thanks, that was pretty much on the ball. :)
One thing:
Quote from: Eero Tuovinen on July 21, 2009, 04:56:30 AM
The way I play it, there can be conflicts in refreshment scenes, but they are low-key
Specifically, would you allow the character to actively pursue a conflict that, say, hits a Key? I'm thinking yes, but I want to make sure I understand what you mean by "low-key". (And yes, I understand that that's two independent uses of the word "key"... :) )
Cheers,
J.
Ralek:
Eero,
What do you think of this interpretation of the rules on an actual scene:
A character walks into the saloon looking to refresh instinct by getting drunk with whoever else is there. The character is known to be completely broke, so the bartender asks how he will be planning on paying for said drinks. After a failed attempt (no actual roll was made) at trying to get some credit going, the SG introduces a new character, a gambler who wants something from the character and who volunteers to pay for some drinks over a few rounds of poker.
The SG determines that the gambler wants something out of that character and the character will wake up with a debt of some kind to the gambler. Alternatively, the character may attempt (which may actually turn out to be a conflict as the character is a known alcoholic, with the key to go along with it) to stay sober for the poker game. Staying sober would ruin the attempt at pool refreshment for social drinking but will allow the character the opportunity to play out the poker game. If he gets drunk he will automatically lose the game and end up with the debt. The actual poker playing also does not constitute a pool refreshment opportunity because the moment something else other than pure enjoyment is at stake the conditions for pool refreshement are no longer met.
In addition, the player controlling the drunk wants his character to act all friendly with the intent of having the gambler actually like him. Whatever happens with the poker game and whether or not the drunk ends up in debt, a Savoir Faire roll could be made to determine whether or not the gambler ends up liking the drunk, with appropriate consequences for a failed roll (for example, the drunk thinking the gambler actually likes him, but the gambler really just wanting to take advantage of him).
The way we play TSoY, the above would be a perfectly good example of a somewhat complex pool refreshment scene. In Solar System, the pool refreshment rules are pretty much clouded in murk and left open for interpretation. In your own Solar System play would the above fit with your pool refreshment rules and if not, why?
-- Rogerio
Eero Tuovinen:
Yeah, sounds like fine Pool Refreshment to me, Ralek. The basic idea with Pool Refreshments is that they are not clearly codified in the rules as definite, absolute rights held by individual characters, to be pinged mechanically whenever the player feels like it as if they were a right; players have many rights, but they do not hold the right to play a scene and claim it as refreshment based on objective criteria derived from the events of the scene devoid of their emotional impact. Rather, these scenes hold a specific dramatic role of empty beat, intermission and change of direction in the unfolding narrative, which is why they have to be negotiated to some degree. You might consider it a Story Guide privilege to allow Pool Refreshment at appropriate times, but it's a privilege wielded carefully and loosely, with an open mind towards negotiating the events with the player. (This is due to how a large point of the player's role is to advocate for his character by making his choices; no reason to take that away at refreshment when we don't have to.) And the player always holds the option of steeling up and refusing the refresh on the grounds the Story Guide is proposing; if no agreement on the nature of the scene can be reached, then there is no refresh and the game continues.
An example of a Pool refreshment scene in a recent TSoY game was when a prince of Maldor, sent to police a far-off province for his father, wanted a refresh and I gave him one by describing a scene: his character woke up in the early morning to somebody playing a whistle outside his chambers, by the community well. This was a Story Guide offer in response to the player wanting a refresh scene: I was offering this musician, which the character recognized as a woman he'd saved from bandits a while back, as a refreshment partner. The player accepted and we played through the scene, which the player directed towards hitting the instict-based refresh conditions. The woman wanted him to help her find a job in the castle staff, which he agreed to do (without SG coersion; were it a seduction scene or something like that I might have insisted that he buckle under in the heat of the moment, but it wasn't), and there was an Ability check when she healed some Harm from him with her wise advice on how to treat with the commoners clamoring for his attention. I think there was some Key scoring in there somewhere as well.
The requirement for a refreshment scene is that the scene fulfills the refreshment scene's purpose, which is to entail the character into mutual, free interaction with other people for the sake of refreshment and nothing else. As long as this happens in the scene, many other things can happen as well. I only give the refreshed Pool at the end of the scene, though - and not the least because as long as the scene is going, the players can often undermine the refreshment purpose and make the interaction end badly in a way that disallows the refreshment.
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