Re: Augments

From: Bo <lorgryt_at_...>
Date: Wed, 30 Nov 2011 10:28:32 -0800


On 11/30/2011 8:39 AM, michaelL wrote:
>
>
> The RAW state that an augment must be entertaining and memorable. It
> has to be fresh, illuminate a character, create suspense, or generate
> an emotional response.
>
> This is not like other rpg's.
>
> Could someone tell me what the author is trying to get at/trying to
> avoid? I would like to be able to justify this rule more to my players.
>
> Some more illumination would be helpful.
>
> Michael
>

I will take a stab at this, Michael. I believe what the author is trying to avoid is "I am also going to do that dance thing again, it has worked 5 times so far, so why not, that gives me a +3." It is not about punishing or depriving the character, it is about creativity and originality. Imagine how much more fun there is to be had in the once in a while, "I want this to work so I am going to start 'beat-boxing' and do a little 'dance of luck.' It has always worked for me and I bet it does now! It has to!" *laughter* "Okay, give yourself a +3 for the Augment and an extra +1 for not spitting on me while you did the beat-box work." *laughter*

Remember, this isn't about simulating a real world battle or political movement; it is about simulating a fiction about it. Fiction needs to be original or intriguing to have any memorable value to it. So, this "rule" (a suggestion, really) is all about getting the players and the narrator into that mindset. It is a lot like Improvisational Acting classes... be original and have fun.

But, it the end, it might be easier to look at why you (as the narrator) would want them to use bland and uninspiring things in the game. You can let them use any augment you like in your game (I am trying really hard to be subtle about the ownership of the game you run! LOL) because you not only know your players better than anyone else, but you know what you want the game to be like better than anyone else. So, if you don't want to worry about, don't. Or just apply an increase to the Difficulties for a lack of originality and not mention it; or, rather, reward the originality of players by the tried-and-true, "Nice, I'm giving you a +3 for that idea." You will not believe how fast most players leap at the challenge to get that bonus.

But, the point Robin Laws is trying to make is that stories should engage not just the players but the narrator, and the players are responsible for their own part of the story.

Hope this helps.

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