Forum changes: Editing of posts has been turned off until further notice.
Started by DWeird, October 05, 2009, 08:04:38 AM
Quote from: DWeird on October 07, 2009, 11:19:16 AMgreyorm: That sounds a little bit iffy at first look, especially the "Dishwasher" example... How does it work in play? Are goofy or lackluster trait uses common? Also, how many traits at a time usually get invoked?
QuoteI'd like to stress that I'm not discounting the idea altogether... 'Regular' practise of "say what it means first, then roll and see what happens" produces it's own share of players taking liberty with a trait's initial meaning.This happens most often when a player is hurting for traits and scraps up everything he can... Using dwarf skins for leather armour because you have a "Dwarf skins" trait, not because said skins are of any "real" use as established prior in the game.
QuoteMy thoughts on this: players are going to break your game if they're going to break your game: you can't legislate the social contract. Trust your players to do what's right. And if you don't trust them, why are you playing together (or playing that game together)?I also feel inventiveness and creativity should be rewarded, not punished. ("You can't do that with that!" should instead be "It is awesome that you did that with that!" so all that wriggling and reaching and scraping for more is a positive that should be encouraged, not restricted and curtailed. YMMV.)
Quote from: greyorm on October 06, 2009, 03:17:35 PMI solved the puzzle using backwards narration: FIRST you decide which traits to roll and roll them, THEN you decide what's going on and what happened.