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 Post subject: Re: Limiting SA's to the most Relevant.
PostPosted: Tue Feb 24, 2009 9:10 pm 
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Location: Melbourne, Australia
Crow Caller wrote:
In this way SA's natural grow, evolve, progress, die and change, without the Player ever having to spend one down to change it.


As I've said, I have no problem with TRoS being played in this way. There are issues with the approach though, as I have mentioned. How do you in your group address those issues?

My concern with what has been said above though is that the player may not be driving these SA changes, but the referee. Let me explain. In the case where your character has an SA of Passion: Hate (individual), is it the player telling the referee,

"Look, I'm really over this whole Passion: Hate plot arc. I think it's been done to death after three scenarios. What would you say if I wanted to change that to Passion: Hate (someone else)? Would that be problematic for you? Could that maybe be worked into the next scenario so I've got some sort of reason to switch?"

or is it the referee constructing a series of scenes in the game that lead the player to the inexorable conclusion that his character would really hate someone else if these events were happening in real life?

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 Post subject: Re: Limiting SA's to the most Relevant.
PostPosted: Wed Feb 25, 2009 2:12 am 
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Joined: Sat Jan 19, 2008 1:07 am
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Location: Melbourne, Australia
The way I see it happening is the Player makes the SA Hate: Individual, the Ref then constructs scenarios inwhich the PC interacts, the way the PC interacts gives clues to the Ref for future scenarios, for instance if the PC begins to treat the Hated Individual's family with disdain then the Ref can create senario's that involve both the Hated Individual's and the PC's families.

Thus they just naturally grow. The PC still has the ability to change his SA's though this is discouraged, hence the hefty cost.

Cheers!

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