Conflicting ideals. Trust affects them in gameplay. In low-trust we more often get Videogame Choices (select an ideal over others). In high-trust we more often get solutions where PCs _satisfy_ conflicting ideals in ways that reveal character. Toast highlights this by design.
One thing I observed in playtest was that when I ran the adventure for low-trust _players,_ there was a moment of visible adjustment where PCs would attempt to simplify the problem into a Videogame Choice before realizing there& #39;s no simple toggle available.
This in turn led to triumph. Once the gamers adjusted to everything being in the PCs& #39; hands, they embraced it. They just weren& #39;t accustomed to the role-playing being the tactical core. They hadn& #39;t been offered that, in some cases, _ever_ before.
When gamers are only exposed to low- and zero-trust styles, they aren& #39;t choosing to reject high-trust; they just never got to meet it. When they finally do, at least a third of them love it to bits, and many more like it by milder degrees.
One thing I DON& #39;T know: if a low-trust GM runs Toast, do they "fix it" by adding Solution Buttons and simplifying the problems to choices? It wasn& #39;t blindtested for that, since there& #39;s no need, but I do wonder.
(I do have a single anecdote about this in the form of an online review, and it& #39;s encouraging because this particular GM clearly didn& #39;t "fix" it, but also maybe felt someone should have
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This thread brought to you by "things that I would tweet to the @RisusRpg Twitter if I weren& #39;t being very careful about what& #39;s tweeted there."
https://abs.twimg.com/emoji/v2/... draggable="false" alt="đ" title="Smiling face with smiling eyes" aria-label="Emoji: Smiling face with smiling eyes"> I actually DID tweet there about it a few weeks ago, but, leaving things unsaid on purpose. Now they& #39;re said and can stop nagging me.