@surreality said:
@Arkandel, be careful, this is so on point with things I want to do with half a dozen projects you may find yourself begged to join staff somewhere, some day!
Hah! No. My times of insanity and managing egos are behind me; I toil from a mortal coil these days.
@crusader said:
@Arkandel
Honestly, what you have described sounds less like a Consent-based game (which I find boring) and more like an ICA=ICC game, which I approve of.
I think that's by design. See, I don't believe consent-based games are so far from the model of player collaboration we (the hive-mind of MSB) often refer to as the gaming nirvana. In its heart that's what such a system represents, the ability to play and communicate with other players so that everyone walks away from scenes satisfied in some form even if their characters are not.
My assertion here (in its very rough form) is simply that the system itself could, and should, reinforce that notion - I suspect I'm being influenced, some might say corrupted, by @Coin and @tragedyjones' notions of nWoD's Conditions and Beats, which are meant to reward adversity, although I don't want to limit the discussion to nWoD.
So, I'd like to not simply expect players to be mature but to offer active incentives for them to occasionally lose, as a game of "bang! I shot you!" "no you didn't!" won't be fun for long. So perhaps if we condition the playerbase to take the occasional hit we could (always theoretically ) end up with a culture shaped to accept mishaps to their characters as part of simply playing, and more so in the absence of paranoia of losing a beloved PC whose story isn't yet told.
@Glitch said:
It all sounded good until I read your PvP example. I read your basic consent policy as "don't do anything too stupid, and you're not likely to lose your character." I don't read it as being able to deny simple shit like being intimidated. There's nothing permanently scarring about a social interaction you lost, or the permanent loss of a character in a quick ass-beating that leaves you hospitalized for a couple of days
No, I can see that. It's possible I put the barrier on loss arbitrarily too low there, and that PCs experiencing non-permanent setbacks isn't something they should be coddled about. The proposed plan looks roughly like this: (volunteer to lose from dice) -> (get a bit of XP), (volunteer to lose outright) -> (get more XP), but there's no real reason to shield players from what amounts to minor inconveniences otherwise either.
What I'm thinking is that ultimately a consent-based game, at least in this context, isn't that far from a... what's the opposite of it? Free-for-all? Bareback? It's not that far from it though when done right. What sane game isn't built around the concept of players figuring outcomes out for themselves and, if not, use dice to arbitrate for them?
Now, ideally what I'm looking for is a way to have the system itself gradually condition its participants into a cultural shift - and cultural shifts, bar nothing at all, is the hardest thing to achieve in MU*. Well, intentional shifts that is, with a somewhat specific goal in mind.
But I think this debate here is in the right direction even if specifics can and should be tweaked.