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« on: May 06, 2013, 03:14:21 PM »
still finding this move particularly weird, and I think it should feel so for everyone - homosexuals, bis, straights and whatever other identification you happen to be. Attraction is not a test of strength or chance, it doesn't work more the harder you push. You know those old carnival test your strength games, with the hammer and the bell at the top and if you hit it hard enough, bing, you get the prize? This mechanic feels like that. Oh, hot roll, now I'm leaning towards whichever way the wind blows.
Dragonraven and I were bantering about this topic and came to a point of "well maybe we're overanalyzing and we should just roll with it" but I'm thinking, the game designer *chose* the name of the move. He didn't choose "envy" or "impress" or "wow", so he's trying to say something about the make of the world - and maybe that's as far as it should go, that in "this" world and game, that is how things work - but I think an idea, a mechanic that expresses should be able to take a good shaking down, and I'm still unsatisfied with the logic of it.
Attraction leads to orientation, I think it's false and in bad faith to just say "oh, well you're attracted to this or that, but you don't have to feel it or do anything about it, you get to chose your response after this response is chosen for you". That begs the question of why is it in the game, if it doesn't do anything? A guru roleplaying friend once was fond of saying "If it is in the rules, it is in the game, it is real". Or, the volition flipside which Dragonraven brought up, and I haven't seen addressed properly, and I believe is of utmost importance.
Which follows to, if I'm repeatedly finding myself swinging one way or the other or back and forth (because Chamomile was right, this applies as much to man-hating lesbians as to sworn off sex christians as to strongly identifying homosexual males or come-what-may bisexuals, or sluts of any gender, because that terms is multi-applicable, to whatever realistic nuance or comical stereotype you like, because the real world is full of both and everything in between, so the game world should have that as well) how can I just say "no, that's not really how I feel"? Because that is what the dice will do to your character.
If I get shot in game, I don't argue about the harm, oh well, I got shot, deal with the consequences, maybe I should have thought out the plan better. If I do the research roll, I found out the ancient secret or not. Maybe I try again later, maybe I have to change tactics, whatever. The fact this roll waffles -- well, it happened, you felt like this, but you don't have to *really* feel like this -- is a cop out. I think this roll should have some spine, or should not be in the game.
I dig the youth aspect, I dig the supernatural horror, but mechanizing sexuality is proving to be unsatisfying.