thread: 2011-05-11 : The Un-frickin-welcome
On 2011-05-12, GB Steve wrote:
I tend to view worthiness in the same way as I view clues in GUMSHOE. Here, the idea there is that in an investigation there is always a lead to follow. So, in a similar way, whatever happens in a given situation is fine, as long as the next thing I do has some worth to it, or the promise of some down the line. For me, the promise of something worthy is as good as something actually worthy, even if it all goes horribly wrong (as it might in Fiasco).
However, I realise that from playing with others that this is a far from universally shared pov. Some players invest a lot more in winning each situation or not having their character goals disrupted or denied.
As such, I don't think you can design a ruleset that caters to all these points of view at once. For example, I get put off by FATE and Burning Wheel paying me for making specific bad things happen to my character when I'm very happy getting into a whole wide spectrum of trouble. Why the narrow focus, and why the extra bookkeeping (partly written so I could include bookkeeping which could really do with another 'p')?