krul2k wrote...
what about, there aint no right or wrong choice there is just the consequence?
My ideal design of choices is that choices should have equal content designed to be interesting to the type of player that chose them.
The most basic example I can come up with is a building with three entrances. A front entrance you have to fight through, a back entrance you have to sneak to reach, and a roof entrance you have to platform. The "consequence" of each is an encounter tailored to that player. A front entrance combat, more sneaking around back, and suspending rafters you have to jump across up top.
You can customize narratives the same way you customize encounters if you're willing to put that same effort. The hero who rushes in to save the girl and cheers of the crowd, the guile hero that infiltrates the bad guys to take them apart from the inside, yet goes unknown to the greater world, the anti-hero that acts more violently because he believes it leads to longer term good, but has everyone hate him for it.
cjones91 wrote...
What I mean by mocking the player is if they made a choice that other characters say is bad but they make it anyway because of ego/feeling like a badass then when that choice backfires the player should be walking around with egg on their face.
Not every choice should have consequences the player can erase or sidestep and they need to live with their decision instead of reloading the game.
Yes, that sounds exactly like you think the player is making a wrong choice. You are judging a player's roleplay and wanting to punish them because they don't agree with you.
Any choice you think is truly wrong would be better off not offered than offered and mocked. You are not better than other players because of the choices you prefer.
Modifié par Taleroth, 28 août 2013 - 12:10 .