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Zorbeltuss wrote:Taking drawbacks should be a player option, he can always grab one or two, sure, and he'd be getting DP for it.
DaimosofRedstone wrote:Catherine is not DP-use.
Thats story-arc.
I will not even wade into the how and why, because i think it is obvious, but let me get back to the rules:
As write, and as i presume, intended DPs free the Players partly from the tyranny of the dice to tell a better story.
They also free them from the supremacy of the GM. A player can WITHOUT the GMs placet spend or burn DPs to alter the story in import ways (If a NPC tries to kill you by throwing you out of a window you could, for example, brun a DP to 'alter a major detail' and add a refuse heap under that window. Your character will stink but will be very much alive).
This also takes away a large part of the GMs usual ability to 'mold' characters to fit his story without the ascent of the players.
In the example we had, the player could have burned a DP to change the scene in a way enabling him to survive or escape (he could have burned one to stated that he kept his chainmail under his doublet for example) on his own terms.
I find it problematic in the extreme if a player gets punished (and a flaw where he himself could have avoided that flaw is a punishment) if he trusts the GM with is character.



Tedric wrote:Now, if some NC have Destiny Points, this is not everyone's case. I think the GM must give DP only to important NC..not to any common guard or wench.

Canarr wrote:Sorry for the thread Necromancy, but I found this discussion interesting and wanted to add my two cents.
The DP - the part where they allow the player to actively influence the story, not just reroll some dice - is a new game aspect for me. Normally, I play mostly D&D or Shadowrun, where such options don't exist - or, at least, not in this magnitude.
Now, what's confusing me: spending or burning a DP can always be overridden by another character spending or burning a DP to counter that, correct? Meaning, in a case of NC vs. PC, as long as the NC still has a DP left, the GM can always simply forbid the player from using their DP, correct? So, in the end, it still boils down to whether or not the GM wants to allow the player to save his character (in a deadly situation) - correct? For if not, he can just declare that his NC spent the DP to block the action; and it's not like the GM can't just give the NC a new DP afterwards - possibly as a reward for dispatching a threat to him (in the form of the PC).
Also, it's pretty much a matter of the game you want to play; to me, at least. Westeros is a dark and dangerous place, filled with intrigue, deception, betrayal... play the game of thrones, win or die, right? Now, if any player could just spend a DP to basically counter anything really bad that the world (the GM) could do to his character, then where's the darkness and the danger? "Ah, my arch-enemy; you may *think* you have cornered me in this room; but you do not know that behind this tapestry is a secret door! HAHA!" (Burn DP, escape). Or, alternatively, the NC enemy knew of the secret door and put the Mountain behind it (burn DP, counter).
And yes, I get that burning a DP is, in theory, a major sacrifice - but as long as you're supposed to get a new one for every completed story, it really isn't; you can easily afford to burn one to avoid one major danger/defeat per story, and still not lose anything. Especially if you don't limit yourself to altering your fate after a defeat, but think of a solution that actually avoids the defeat - the secret door to escape, the manure cart below the window... those are available for the same DP you'd otherwise spend to avoid death upon defeat, and without the restrictions placed on reentering the story afterwards.
Disclaimer: My opinions should be taken with a grain of salt, since I have yet to actually *play* the game.



Canarr wrote:Yes, I realize all that; especially the difference between spending and burning a DP. However, the rewards chapter (page 198 in the GoT edition) states: "In addition [to Coin, Experience, Glory] grant each player 1 Destiny Point".
So, you gain 1 DP at the end of a Story (and regain all spent DP at the same time), which means you can easily afford to burn 1 DP every Story, if it means you can avoid certain defeat.


Canarr wrote:Where does it say that in the rules? I haven't found that anywhere.



coldwind wrote:That just means the burnt one doesn't come back. It does not mean that new ones cannot be rewarded for good play.

uncleho wrote:coldwind wrote:That just means the burnt one doesn't come back. It does not mean that new ones cannot be rewarded for good play.
Fair enough, but that is up to whoever is GM isn't it? If you are just sticking to the suggested rules then you aren't granting burnt destiny points back and thus its easier to not abuse them.

coldwind wrote:uncleho wrote:coldwind wrote:That just means the burnt one doesn't come back. It does not mean that new ones cannot be rewarded for good play.
Fair enough, but that is up to whoever is GM isn't it? If you are just sticking to the suggested rules then you aren't granting burnt destiny points back and thus its easier to not abuse them.
Oh, I agree.
But if your Narrator is awarding more Destiny for good play, then it's not really abusing them to use them to stave off undesireable results - that's pretty much their mission statement.

uncleho wrote:I agree with that as well, I guess in the example above it was more of a GM vs PC thing, and I don't see the point in awarding burnt DP back to the GM's NC. I mean the NC isn't displaying "good play" when controlled by the GM lol.



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