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Started by DamienNeil, September 02, 2005, 01:01:56 AM
Quote from: DamienNeil on September 02, 2005, 01:01:56 AMDuring character creation, if a character's accomplishment is "growth, learning, or a change of habits", the player takes the part of the character before the change happens. This seems like it will cause a certain lack of tension--the player could get what he hoped for ("say something you hope your character accomplished") just by giving on the first turn! Is there any incentive, other than a pure desire to play out the story, for a player to take fallout during this conflict?
QuoteNext question: During conflicts, players obviously have a great deal of leeway in bringing in their traits and belongings, which is well and good. So, picture a session where a gunfight breaks out (not that that ever happens, I'm sure): Raise: "He levels his gun at your heart and lets fire." See: "Caught by surprise, I have no chance to react...but the bullet hits the medal I wear around my neck and is deflected." Okay, that works. Then the player pulls the same trick in the next gunfight. And the next. Not working any more. How would one avoid this?
Quote from: lumpley on September 02, 2005, 09:43:54 AMBut how I play is, no changes to the text of a trait ever. "I've never shot anyone 2d6," then you shoot someone, now what you have on your character sheet is a trait that's all but impossible to bring into play.