Started by David Berg, October 15, 2011, 10:13:43 PM
QuoteAt the end, the PCs win. Todd doesn't fudge any rolls or have the badguy turn into a moron, but he stacks the odds enough in the players' favor that the outcome is essentially a given.
QuoteDo you know any games that help a group communicate in that respect in the way Todd describes?
Quote from: David Berg on October 18, 2011, 07:15:09 PMAs for the genre sim angle, Eero and Steve, I know plenty of games that support that by modeling fictional causality in genre-apt ways, but I don't know any that say, "If stabbing that guy right now would be good for the movie, we don't care how good you are at it or how difficult it would be." If Wushu or FATE do, please let me know; I haven't played either.
Quote from: David Berg on October 18, 2011, 10:40:53 PMA document that says, "Players, here's what you need to know up front about what the GM will be doing," is but one component. Rules that make it easy for the GM to create those parameters and for the players to take meaningful action within them would also be required.