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Independent Game Forums
These Are Our Games
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[Bliss Stage] Humanizing Actions?
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Topic: [Bliss Stage] Humanizing Actions? (Read 4795 times)
danakir
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Posts: 3
[Bliss Stage] Humanizing Actions?
«
on:
January 12, 2010, 12:18:23 AM »
I can't for the life of me see the point of them, how can a relationship between non-pilots have any mechanical effect at all?
I'm sure that it's fairly self-evident but it's really escaping me at the moment, so a little help on that very subject would be very appreciated.
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5niper9
Member
Posts: 65
My name is René.
Re: [Bliss Stage] Humanizing Actions?
«
Reply #1 on:
January 12, 2010, 07:07:09 AM »
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danakir
Member
Posts: 3
Re: [Bliss Stage] Humanizing Actions?
«
Reply #2 on:
January 12, 2010, 03:43:02 PM »
That's a good point and what I thought they were used for, but they still seem somewhat superfluous to me in a way. Still, if anything, it's nice to have the possibility to have non-pilots interact so I can see where Ben was coming from with this.
Thank you very much for your help in this, I highly appreciate it.
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Ben Lehman
Moderator
Member
Posts: 2094
Blissed
Re: [Bliss Stage] Humanizing Actions?
«
Reply #3 on:
January 13, 2010, 04:36:24 PM »
There's three possible mechanical implications of a humanization action:
1) Any character can undergo pilot training, in which case relationships established by a humanization action will be important.
2) They serve to "cap" a spiral of trust-breaking. (If an interlude breaks trust, has a follow up, that one breaks trust, etc.)
3) They create, in the non-pilot relationship, a pool of trust which, if broken, can give "free" interludes.
None of these are the reason that they're in the game, of course. The reason that they're in the game is so the tunnel-vision on pilot's relationships is not %100 mechanically locked in.
yrs--
--Ben
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