Schrödinger's Gun: Difference between revisions

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** In ''Wushu'', everything happens exactly as the players describe it. Additionally, the more complicated and [[Rule of Drama|dramatic]] a description is, the more dice the players receive, providing massive incentive to weave complicated and dramatic descriptions. To prevent complete insanity, actions can be vetoed by another player or the GM, and there's generally a "pool limit" maximum dice cap.
* ''[[Nobilis]]'' has The Monarda Law, which states that the answer to a PC's question should almost never be a flat-out "no". Additionally, in that game, prophecies explicitly work by the GM throwing out a lot of [[Ice Cream Koan|meaningless]] [[Faux Symbolism|symbolism]] -- when the PCs offer a plausible explanation, it is assumed to be true, and any action they take on it gains a bonus.
** {{spoiler|The John Tynes [[Call of Cthulhu (tabletop game)]] scenario ''In Media Res'' uses a very similar device: You're given a whole heap of weird symbolism to throw at the players, and whatever they decide it means, it means.}}
*** And really, the whole idea of it is a pretty common [[Game Master]] trick: Throw out an ambiguous scenario with a lot of plot hooks, see which one the players respond to, and run with it like it's the baton at a relay.
* ''[[Exalted]]'' and its modern cousin ''[[Scion]]'' both rely on a [[Rule of Cool|Stunting system]]. Do it with style, and even if it is utterly ludicrous, it's more likely to succeed than if done boring-ly. For the most part, "stunts" involve pieces of the environment that the players make up as they go along. Asking if something exists in the scene should be met with "It does now."
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* Each ''[[Mass Effect]]'' game has an instance in the beginning; regardless of what Shepard's background and military reputation are, he or she is the ''perfect'' candidate for the first human Spectre. Likewise, when ''[[Mass Effect 2]]'' begins, regardless of whether the imported save file flags the council as saved, lost, or lost and replaced with an all-human council, Shepard "did everything right."
** Justified in the latter case, as no matter the outcome, ''it is perfect for Cerberus''. Although the degree and specifics of it vary, any of the endings puts humanity in an unprecedented position of power and influence, which is exactly what Cerberus wants.
* In the end of ''[[Metal Gear Solid 3: Snake Eater]]'', you {{spoiler|are to choose between two guns, one loaded and one not, to and shoot Ocelot, while he shoots you with the other one.}} No mater what you choose, {{spoiler|you and Ocelot both survive. If you grab the gun and purposefully miss, there is a hole in the wall, but if you shoot him or grab the gun with no bullets and he shoots you, it turns out the bullet was a dud.}}
** Which is odd as {{spoiler|the bullet Ocelot keeps around his neck the whole game '''is''' a blank; you can notice that if you zoom in on it.}}
* In the FMV game ''Terror T.R.A.X. - Track of the Vampire'' (played by [[The Spoony Experiment|Spoony]] [http://spoonyexperiment.com/2009/10/23/terror-t-r-a-x-track-of-the-vampire-pc-the-whole-bloody-affair/ here], one of the Bad Ending paths has one of your agents getting captured by a [[Mad Scientist]] vampire. When the second agent finds the first, [[Mission Control]] orders her to shoot him preemptively. If you don't, he springs up as a vampire and kills the other agent. If you do, the vampire calls to taunt you with the fact that the agent was still human so you killed him needlessly.