anyway.



thread: 2010-03-01 : Reliable vs Unreliable Currency

On 2010-03-01, marknau wrote:

Vincent,

1) It seems like the currency in RoT is only unreliable at the effects stage. How well I am able to initiate or carry through is reliable. I have a nascent thought that this difference matters. That many players will be more likely to have an uneasy feeling about an arbitrary decision influencing how OFTEN "I win" versus what the OUTCOME is when "I win" versus "you win."

2) When I'm GMing a bunch of player 1s and I'm trying to be player 3, I think I rely on a sort of fuzzy commoditization as one of my tools. Taking the "higher position" rule as an example, player A may go to absurd lengths to make sure he always holds high ground, in a way that is making the SIS unsound. In part, I will react by tamping down the effectiveness of such attempts. And when player B pulls out her once-a-session imaginative use of the higher-ground advantage, I'll enhance it. Yes, the rules should reward things you want the characters doing anyhow. But I think it's always going to be good to have some mechanism that effectively says "hey, you've been doing

more often than is good for the game."



 

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