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Changed line(s) 1 from:
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Here\'s a question: How is the current version supposed to handle multi-scale systems like in the Old World Of Darkness PnP game, where everything was perceptual but the sheer amount of competing ideas CAUSES a given fate-set for everyone, even though the details change with the perception of \
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Here\\\'s a question: How is the current version supposed to handle multi-scale systems like in the Old World Of Darkness PnP game, where everything was perceptual but the sheer amount of competing ideas CAUSES a given fate-set for everyone, even though the details change with the perception of \\\"truth\\\"?

Example: In the \\\"Canon\\\"\\\'s unaltered state, Mages worked by altering perceptual existence, Vampires were slaves to it due to how their corpses worked, werewolves fought for a balanced fate-v-freewill scale, there were entities tied to both extremes of the scale. Wraiths had already met one fate but could create another, Kuei-jin escaped a fate. All these lines had one thing in common: They all ended with a catastrophe of some sort, no matter what it was or how it happened, even what things would have been like afterwards in the setting. There may have been a short term escape, free will, etc.... but the end prophecies ALWAYS had a way of coming true.

A storyteller was free to ignore any part of the Canon and make their own (a good choice, as it ensured the continued sales of older books), but the releases all followed a set history that had a definitive end, an ambiguous beginning, and a middle that was entirely choice.

Even more confusing is if you add actual time travel and prophecy into the mix of an entirely new story, but make any changes to a timeline instead create a new one and carry only those that caused the changes into it. You\\\'ve essentially got most of those scale pieces into the same setting or metasetting.
Changed line(s) 1 from:
n
Here\'s a question: How is the current version supposed to handle multi-scale systems like in the Old World Of Darkness PnP game, where everything was perceptual but the sheer amount of competing ideas CAUSES a given fate-set for everyone, even though the details change with the perception of \
to:
Here\\\'s a question: How is the current version supposed to handle multi-scale systems like in the Old World Of Darkness PnP game, where everything was perceptual but the sheer amount of competing ideas CAUSES a given fate-set for everyone, even though the details change with the perception of \\\"truth\\\"?

Example: In the \\\"Canon\\\"\\\'s unaltered state, Mages worked by altering perceptual existence, Vampires were slaves to it due to how their corpses worked, werewolves fought for a balanced fate-v-freewill scale, there were entities tied to both extremes of the scale. Wraiths had already met one fate but could create another, Kuei-jin escaped a fate. All these lines had one thing in common: They all ended with a catastrophe of some sort, no matter what it was or how it happened, even what things would have been like afterwards in the setting. There may have been a short term escape, free will, etc.... but the end prophecies ALWAYS had a way of coming true.

A storyteller was free to ignore any part of the Canon and make their own (a good choice, as it ensured the continued sales of older books), but the releases all followed a set history that had a definitive end, an ambiguous beginning, and a middle that was entirely choice.
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