Quote from: MikeF on May 26, 2010, 09:16:21 AM
Maybe I'm misunderstanding your point, but I don't see it this way. Why does the mechanical difficulty of a challenge mean that overcoming it is more or less creative? The system doesn't automatically penalise - or reward - you for coming up with creative solutions to problems. That's up to the GM, who can arbitrarily make your chances of succeeding more or less likely using tokens. You could have your PC take the most circuitously "difficult" approach to a problem within the fiction and still have the GM make it "easy" by assigning a low number of tokens. So how you approach the problem and whether or not you succeed seem to me to be entirely independent of each other, mechanically speaking.
That's not to say the GM should be acting entirely independently of the player's creativity - I would hope that they would use their tokens wisely to pace the story, and invest the most tokens in those bits of the story that the players seem most interested in and respond to most. But fundamentally that's a GM technique, it's not forced by the mechanics (though I guess you could tweak the rules so that GM's received their tokens in installments, to force the pacing a little: so the GM gets, say, 20 tokens to use over the first three scenes, 20 tokens for the next three, and then fifty tokens to use in the climactic endgame).
Quote from: Heikki Hallamaa on May 25, 2010, 10:48:08 PM
Secrets:
Specialization (Jarkko De Badeh)
QuoteSo say the PCs are trying to escape Pirate Island, and as GM I don't want them to - I have a brilliant idea for a plot twist that needs them to still be on the Island. So the PCs get in a ship, and I have it attacked by a giant squid. The players have to roll, but they manage to beat the squid, so I have a second squid attack them"But a good GM wouldn't do that!/Only a dick GM would do that!"
QuoteIt's an extreme and perhaps absurd example, but I think it reflect the fact that GMs railroad PCs by simply forcing them into an increasingly narrow set of options. What I'm *trying* to come up with is a system that allows the GM to still do all of the above if he wants, but he will be constrained by having to invest some of his finite resources in order to do it.If I understand you, I agree that if a GM has unlimited resources, then whatever you do is at his whim. Even if he doesn't railroad you and you go the way you want, it's because at a whim he decided not to deploy his unlimited resources. In a way your only ever doing what he wants when he has unlimited resources/your always railroaded into what he wants (I think that's why people grope at 'oh, he'd be a dick to do that' as some sort of social currency, but it involves actually calling people names/threatening to call names as part of regular gameplay...*brrrr*).