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Telling Stories: You are responsible

Yes, I know, it's a horrible logo. I'm not always good at those.You all know that I absolutely hate the idea that roleplaying is some silly thing that has no consequences or stresses.  This would be because it’s absolutely not true, and it’s harmful to everyone trying to roleplay with you, but it has even further reach than that: it destroys the idea that you have some responsibilities to your fellow roleplayers.  And you do.  You have several responsibilities.  There are things that you should do when you are roleplaying that obligate you.

Obviously, you’re just trying to have fun.  But just like organized PvP or raiding or any other sort of regular activity, that does not mean the fun is without some level of responsibilities.  So let’s talk a little bit about what your responsibilities are simply as a roleplayer, even if you’re not running a whole lot of large-scale events or involving everyone you meet in storylines.  Just as a roleplayer interacting with other people, it’s reasonable to assume that you can be responsible about certain things.

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Challenge Accepted: Deception

I've not yet bought the full version, for the record.

It’s super-nice how smart you feel after you successfully unwrap these after just a single try, though.

The central goal of Dynetzzle is to trick you a little bit.  Even beyond the obvious challenge, there’s the simple fact that you’re dealing with making a six-sided die every time, which has sides that add up to seven.  But that just plain sounds wrong.  You can’t get a seven from a single six-sided die without a marker and a willingness to vandalize numbered surfaces, after all.  It’s a little thing, but it’s just enough to throw you off your stride and force you to remember that the opposite sides always add up to seven.

Assuming you can work around that little mental block, it’s not a hard game.  It needs that block in there to trick you, essentially.

If you’re going to look at games as a series of decisions to make – which I’ve argued in the past – then you have to provide players with a reason to make those wrong decisions.  When you don’t have skill as a barrier (i.e. “I know what I want to do here, but I can’t manage it”), you sort of have to fall back on tricking the player into doing something they shouldn’t.

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Telling Stories: I have sunk so low

Yes, I know, it's a horrible logo. I'm not always good at those.Your character did something very bad, and now she needs to pay the price.

Every character screws up sometimes.  I’ve talked extensively in the past about the fact that characters need to be able to make mistakes and fail at various point, and I stand by it; a character who never fails is a character who isn’t interesting to hear about or interact with.  You will fail.  Just like in real life, your characters will wind up making bad choices, backing the wrong horse, and trusting the wrong person.

Next, the part where she picks up the pieces.

A failure that doesn’t have impact on your character’s life is functionally nothing; you want every failure to have some long-term impact.  That means that every failure stings, and things don’t just go back to normal the next morning.  Sometimes they don’t ever go back to normal.  When something gets broken badly enough, it doesn’t get fixed, and sometimes the broken parts will just be lingering with a character for a good long while.

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Challenge Accepted: What you know you don’t know

Yes, get those left-handed jokes out of your system.

I know something you don’t know.

There’s an old card game called Mao, and the whole gimmick is that when you teach someone to play, you’re supposed to start off with a simple statement: “The only rule of Mao that I can tell you is this one.”  You can be told when you’re breaking a rule, but not what the rules are or even what the objective of the game is.  The point is that you have to figure out everything based solely upon inference.  There are no explicit ways to find out the rules.

If that sounds infuriating to you, I have some bad news: video games do this all the time.  There are whole categories of challenge out there based almost entirely upon keeping information out of player hands until the last possible minute.  Sometimes they’re wonderful ways of making the game rely more upon your ability to figure things out and adapt on the fly; at other times, they’re a cheap way to set up artificial bottlenecks that mean nothing as long as you have the information.  They’re fake challenges and real ones all wrapped up into one.

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Telling Stories: Repair tools

Yes, I know, it's a horrible logo. I'm not always good at those.So your character got just plain screwed up.

I’m a big advocate of the idea that however bad things might get with a given character, you can accept the imbalance and move on.  Like a cat, characters don’t need a great deal of herding.  But just like you may have to eventually address the fact that your outdoor cat stinks to high heaven and does need to be washed, eventually you might have to sigh, grit your teeth, and realize that something is rotten in the state of your character.  You’re going to need to repair.

Fortunately for you, there are tools in place to help you do just that.  Somewhat less fortunately, those tools range in overall utility from being super helpful to being kind of severe.  So let’s talk about your tools, the long-term effects of using these tools, and try to provide a framework for deciding which option is right for correcting your particular problem without the usual costs of labor.

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