anyway.



thread: 2012-06-12 : Color and Currency!

On 2012-06-19, Moreno wrote:

- Oh crap. Alright, I'm rolling for my "Beautiful singing voice." Oh, a 2. Damn, I need more dice. *scans sheet for traits that have not yet been used.* And I'm rolling for high quality Book of Life. 2 and 3? Bah! And "I'm a Dog". 4. And "Haunted by the dead." 6! I raise a 4 and a 6.
- 10? So what actually is your raise?
- I can hear the voices of those innocent children begging me not to let her get away with this. And I hold up my Book of Life and tell her to stop in the name of the King.
- Yeah. Erm. Your raise is meant to bring in all the traits you rolled.

It's funny, this is one of the parts of DitV that I like more. restrictions foster creativity, I have seen incredibly beautiful raises "forced" by the desire to get these dice, by players that in other games have an hard time coming up with something more detailed than "I roll to hit".

And I not disturbed a bit by a player using the system to help his character, one of the very nice things about coherent systems is that you don't have to forget the rules that could give you advantages to "play well" (a too common occurrence in my past rpg history..)

I think, reading the rest of your comment, that you wanted to talk about something different, but maybe you did choose the wrong example: in DitV the "moment of judgment" is collective, when you make a raise you have to do it in a way that seems believable to everyone at the table, because everyone can refuse to accept it and make you change the raise (It's another thing I like about the game, I don't want to have, as GM, the entire responsibility to judge the player's contributions)

But I agree with your previous point about players having complete judgment about their contributions (the initial judgment is obviously always from the player, but if that is all that is needed, it seems more a monologue than a dialog)



 

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