| author | fabien |
| Wed, 30 Aug 2006 21:32:42 -0400 | |
| branch | ecjdr |
| changeset 91 | 3164c82ac16e |
| parent 68 | be57f0035c67 |
| permissions | -rw-r--r-- |
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/* lumpley games* <lumpley.html>*: Roleplaying Theory*/ |
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Roleplaying Theory |
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------------------------------------------------------------------------ |
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anyway. <opine.html> |
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A Penny for Your Thoughts <mailto:lumpley@earthlink.net> |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Read & Post Comments (488) <http://www.quicktopic.com/21/H/dae5AcNgPVdS> |
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------------------------------------------------------------------------ |
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back to lumpley games <lumpley.html> |
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*Roleplaying Theory, Hardcore* |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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I haven't written the all-encompassing essay yet, which so it goes and |
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ever shall. Instead, how about a running chronicle? |
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(I've put them oldest to newest, and foof to blog convention, foof I |
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say! The newest is Burning Down the Firewall <#10>, 4-22-04.) |
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------------------------------------------------------------------------ |
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Doing Away with the GM |
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You need to have a system by which scenes start and stop. The rawest |
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solution is to do it by group consensus: anybody moved to can suggest a |
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scene or suggest that a scene be over, and it's up to the group to act |
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on the suggestion or not. You don't need a final authority beyond the |
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players' collective will. |
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You need to have a system whereby narration becomes in-game truth. That |
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is, when somebody suggests something to happen or something to be so, |
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does it or doesn't it? Is it or isn't it? Again the rawest solution is |
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group consensus, with suggestions made by whoever's moved and then taken |
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up or let fall according to the group's interest. |
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You need to have orchestrated conflict, and there's the tricky bit. GMs |
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are very good at orchestrating conflict, and it's hard to see a rawer |
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solution. My game Before the Flood <flood.html> handles the first two |
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needs ably but makes no provision at all for this third. What you get is |
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listless, aimless, dull play with no sustained conflict and no meaning. |
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In our co-GMed Ars Magica game, each of us is responsible for |
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orchestrating conflict for the others, which works but isn't radical wrt |
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GM doage-away-with. It amounts to when Emily's character's conflicts |
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climax explosively and set off Meg's character's conflicts, which also |
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climax explosively, in a great kickin' season finale last autumn, I'm |
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the GM. GM-swapping, in other words, isn't the same as GM-sharing. |
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Any solution to this is bound to be innovative. There's not much beaten |
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path. |
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*6-5-03* |
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------------------------------------------------------------------------ |
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Roleplaying's Fundamental Act |
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Roleplaying is negotiated imagination. In order for any thing to be true |
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in game, all the participants in the game (players /and/ GMs, if you've |
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even got such things) have to understand and assent to it. When you're |
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roleplaying, what you're doing is a) suggesting things that might be |
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true in the game and then b) negotiating with the other participants to |
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determine whether they're actually true or not. |
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So you're sitting at the table and one player says, "[let's imagine |
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that] an orc jumps out of the underbrush!" |
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What has to happen before the group agrees that, indeed, an orc jumps |
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out of the underbrush? |
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1. Sometimes, not much at all. The right participant said it, at an |
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appropriate moment, and everybody else just incorporates it smoothly |
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into their imaginary picture of the situation. "An orc! Yikes! |
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Battlestations!" This is how it usually is for participants with high |
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ownership of whatever they're talking about: GMs describing the weather |
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or the noncombat actions of NPCs, players saying what their characters |
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are wearing or thinking. |
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2. Sometimes, a little bit more. "Really? An orc?" "Yeppers." "Huh, an |
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orc. Well, okay." Sometimes the suggesting participant has to defend the |
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suggestion: "Really, an orc this far into Elfland?" "Yeah, cuz this |
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thing about her tribe..." "Okay, I guess that makes sense." |
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3. Sometimes, mechanics. "An orc? Only if you make your |
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having-an-orc-show-up roll. Throw down!" "Rawk! 57!" "Dude, orc it is!" |
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The thing to notice here is that the mechanics /serve the exact same |
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purpose/ as the explanation about this thing about her tribe in point 2, |
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which is to establish your credibility wrt the orc in question. |
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4. And sometimes, lots of mechanics and negotiation. Debate the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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likelihood of a lone orc in the underbrush way out here, make a |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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having-an-orc-show-up roll, a having-an-orc-hide-in-the-underbrush roll, |
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a having-the-orc-jump-out roll, argue about the modifiers for each of |
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the rolls, get into a philosophical thing about the rules' modeling of |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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orc-jump-out likelihood... all to establish one little thing. Wave a |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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stick in a game store and every game you knock of the shelves will have |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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a combat system that works like this. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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(Plenty of suggestions at the game table don't get picked up by the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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group, or get revised and modified by the group before being accepted, |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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108 |
all with the same range of time and attention spent negotiating.) |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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109 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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110 |
So look, you! Mechanics might model the stuff of the game world, that's |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
111 |
another topic, but they don't exist to do so. They exist to ease and |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
112 |
constrain real-world social negotiation between the players at the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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113 |
table. That's their sole and crucial function. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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114 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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115 |
*6-9-03* |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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116 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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117 |
------------------------------------------------------------------------ |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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118 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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119 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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120 |
Aside: GNS |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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121 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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122 |
So you have some people sitting around and talking. Some of the things |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
123 |
they say are about fictional characters in a fictional world. During the |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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124 |
conversation the characters and their world aren't static: the people |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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125 |
don't simply describe them in increasing detail, they (also) have them |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
126 |
do things and interact. They create situations - dynamic arrangements of |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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127 |
characters and setting elements - and resolve them into new situations. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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128 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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129 |
They may or may not have formal procedures for this part of the |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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130 |
conversation, but the simple fact that it consistently happens reveals |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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131 |
some sort of structure. If they didn't have an effective way to |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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132 |
negotiate the evolution of situation to situation, their conversation |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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133 |
would stall or crash. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
134 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
135 |
Why are they doing this? What do they get out of it? For now, let's |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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136 |
limit ourselves to three possibilities: they want to Say Something (in a |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
137 |
lit 101 sense), they want to Prove Themselves, or they want to Be There. |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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138 |
What they want to say, in what way they want to prove themselves, or |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
139 |
where precisely they want to be varies to the particular person in the |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
140 |
particular moment. Are there other possibilities? Maybe. Certainly these |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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141 |
three cover an enormous variety, especially as their nuanced particulars |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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142 |
combine in an actual group of people in actual play. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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143 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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144 |
Over time, that is, over many many in-game situations, play will either |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
145 |
fulfill the players' creative agendas or fail to fulfill them. Do they |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
146 |
have that discussion? Do they prove themselves or let themselves down? |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
147 |
Are they "there"? As in pretty much any kind of emergent pattern thingy, |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
148 |
whether the game fulfills the players' creative agendas depends on but |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
149 |
isn't predictable from the specific structure they've got for |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
150 |
negotiating situations. No individual situation's evolution or |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
151 |
resolution can reveal a) what the players' creative agendas are or b) |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
152 |
whether they're being fulfilled. Especially, limiting your observation |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
153 |
to the in-game contents of individual situations will certainly blind |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
154 |
you to what the players are actually getting out of the game. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
155 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
156 |
That's GNS in a page. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
157 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
158 |
I don't think I've said anything here that Ron Edwards hasn't been |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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159 |
saying. I do think that I've said it in mostly my own words. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
160 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
161 |
*1-23-04* |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
162 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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163 |
------------------------------------------------------------------------ |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
164 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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165 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
166 |
Conflict Resolution vs. Task Resolution |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
167 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
168 |
In task resolution, what's at stake is the task itself. "I crack the |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
169 |
safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
170 |
stake is: do you crack the safe? |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
171 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
172 |
In conflict resolution, what's at stake is why you're doing the task. "I |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
173 |
crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
174 |
What's at stake is: do you get the dirt on the supervillain? |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
175 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
176 |
Which is important to the resolution rules: opening the safe, or getting |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
177 |
the dirt? That's how you tell whether it's task resolution or conflict |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
178 |
resolution. |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
179 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
180 |
Task resolution is succeed/fail. Conflict resolution is win/lose. You |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
181 |
can succeed but lose, fail but win. |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
182 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
183 |
In conventional rpgs, success=winning and failure=losing only provided |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
184 |
the GM constantly maintains that relationship - by (eg) making the safe |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
185 |
contain the relevant piece of information after you've cracked it. It's |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
186 |
possible and common for a GM to break the relationship instead, turning |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
187 |
a string of successes into a loss, or a failure at a key moment into a |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
188 |
win anyway. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
189 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
190 |
Let's assume that we haven't yet established what's in the safe. |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
191 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
192 |
"I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
193 |
It's task resolution. Roll: Success! |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
194 |
"You crack the safe, but there's no dirt in there, just a bunch of |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
195 |
in-order papers." |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
196 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
197 |
"I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
198 |
It's task resolution. Roll: Failure! |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
199 |
"The safe's too tough, but as you're turning away from it, you see a |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
200 |
piece of paper in the wastebasket..." |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
201 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
202 |
(Those examples show how, using task resolution, the GM can break |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
203 |
success=winning, failure=losing.) |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
204 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
205 |
That's, if you ask me, the big problem with task resolution: whether you |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
206 |
succeed or fail, the GM's the one who actually resolves the conflict. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
207 |
The dice don't, the rules don't; you're depending on the GM's mood and |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
208 |
your relationship and all those unreliable social things the rules are |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
209 |
supposed to even out. |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
210 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
211 |
Task resolution, in short, puts the GM in a position of priviledged |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
212 |
authorship. Task resolution will undermine your collaboration. |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
213 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
214 |
Whether you roll for each flash of the blade or only for the whole fight |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
215 |
is a whole nother issue: scale, not task vs. conflict. This is sometimes |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
216 |
confusing for people; you say "conflict resolution" and they think you |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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217 |
mean "resolve the whole scene with one roll." No, actually you can |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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conflict-resolve a single blow, or task-resolve the whole fight in one roll: |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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219 |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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"I slash at his face, like ha!" "Why?" "To force him off-balance!" |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Conflict Resolution: do you force him off-balance? |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Roll: Loss! |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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"He ducks side to side, like fwip fwip! He keeps his feet and grins." |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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224 |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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"I fight him!" "Why?" "To get past him to the ship before it sails!" |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Task Resolution: do you win the fight (that is, do you fight him |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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successfully)? |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Roll: Success! |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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229 |
"You beat him! You disarm him and kick his butt!" |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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(Unresolved, left up to the GM: do you get to the ship before it sails?) |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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231 |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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(Those examples show small-scale conflict resolution vs. large-scale |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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task resolution.) |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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234 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Something I haven't examined: in a conventional rpg, does task |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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resolution + consequence mechanics = conflict resolution? "Roll to hit" |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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is task resolution, but is "Roll to hit, roll damage" conflict resolution? |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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238 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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239 |
*2-5-04* |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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240 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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------------------------------------------------------------------------ |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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242 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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243 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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A Small Thing About Suspense |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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245 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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I have no criticism cred to back this up. Just amatuer observations. So |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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kick my butt if you gotta. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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248 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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249 |
*Suspense doesn't come from uncertain outcomes.* |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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250 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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251 |
I have no doubt, not one shread of measly doubt, that Babe the pig is |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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going to wow the sheepdog trial audience. Neither do you. But we're on |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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the edge of our seats! What's up with that? |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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254 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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255 |
*Suspense comes from putting off the inevitable.* |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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256 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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What's up with that is, we know that Babe is going to win, but we don't |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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know /what it will cost/. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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259 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Everybody with me still? If you're not, give it a try: watch a movie. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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261 |
Notice how the movie builds suspense: by putting complications between |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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262 |
the protagonist and what we all know is coming. The protagonist has to |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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263 |
buy victory, it's as straightforward as that. That's why the payoff at |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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264 |
the end of the suspense is satisfying, after all, too: we're like /ah, |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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265 |
finally/. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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266 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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267 |
What about RPGs? |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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268 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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269 |
Yes, it can be suspenseful to not know whether your character will |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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270 |
succeed or fail. I'm not going to dispute that. But what I absolutely do |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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271 |
dispute is that that's the only or best way to get suspense in your |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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272 |
gaming. In fact, and check this out, when GMs fudge die rolls in order |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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273 |
to preserve or create suspense, it shows that suspense and uncertain |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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274 |
outcomes are, in those circumstances, incompatible. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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275 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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So here's a better way to get suspense in gaming: put off the inevitable. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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277 |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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278 |
Acknowledge up front that the PCs are going to win, and never sweat it. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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279 |
Then use the dice to escalate, escalate, escalate. We all know the PCs |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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280 |
are going to win. What will it cost them? |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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281 |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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282 |
My game Chalk Outlines <chalk.html> was a stab at this, and Otherkind |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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<other.html> was a better stab, but where it's really coming home is in |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Dogs in the Vineyard and the Good Knights <goodknights.html>. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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285 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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286 |
*3-22-04* |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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287 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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288 |
------------------------------------------------------------------------ |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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289 |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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290 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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291 |
A Small Thing About Character Death plus a mini-manifesto |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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292 |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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293 |
Along the precise same lines: |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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294 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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295 |
When a character dies in a novel or a movie, it's a) to establish what's |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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296 |
at stake, b) to escalate the conflict, or c) to make a final statement. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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297 |
Or perhaps some combination. It's never by accident or for no good |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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reason, unlike in real life. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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299 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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300 |
I've been thinking about examples. Obi-wan Kenobi in Star Wars? /This/, |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
301 |
his death says, is worth fighting for. Boromir in the Fellowship of the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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302 |
Ring? The right death redeems betrayal. Brad and wha'sname at the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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303 |
beginning of Pulp Fiction? The cop in Reservoir Dogs? All those random |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
304 |
people in Total Recall? Tara in Buffy? To escalate conflict, plain and |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
305 |
easy. Leon and Gary Oldman's character in the Professional? Final |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
306 |
statementville, but Matilda's family? Escalation plus some stakes. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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307 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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308 |
So that seems pretty solid to me. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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309 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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310 |
Before I go on (I'm sure you've already figured out what I'm going to |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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311 |
say anyway) but before I go on, *my mini-manifesto*. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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312 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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313 |
First: if what you get out of roleplaying is a) the accomplishment you |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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314 |
get from rising to the challenge, not letting yourself or your friends |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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315 |
down, learning the rules and just frickin' /owning/ them, or else b) the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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316 |
satisfaction of peer-appreciated wish-fulfillment, you're off the hook. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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317 |
None of what I say applies to you, you're happy. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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318 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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319 |
If, on the other hand, what you want out of roleplaying is suspense, |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
320 |
resolution, story, theme, character, meaning - listen up. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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321 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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322 |
Second: conventional RPGs can't give it to you. I'm sorry. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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323 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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324 |
So, third: that stuff you want? You get that by approaching roleplaying |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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325 |
as though it were a form of fiction, a form of literature. All that |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
326 |
stuff is well known to fiction writers and they can tell us how to do |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
327 |
it. Roleplaying isn't like writing, just like singing pub songs in a pub |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
328 |
isn't like composing songs, so the skills themselves are different. But |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
329 |
the same structure underlies both. You can't ignore the structure and |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
330 |
still get consistenly good results. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
331 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
332 |
So that's my mini-manifesto and here's character death in RPGs: |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
333 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
334 |
PCs, like protagonists in fiction, don't get to die to show what's at |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
335 |
stake or to escalate conflict. They only get to die to make final |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
336 |
statements. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
337 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
338 |
Character death can never be a possible outcome moment-to-moment. Having |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
339 |
your character's survival be uncertain doesn't contribute to suspense, |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
340 |
as above <#5>, just like we don't actually ever believe that Bruce |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
341 |
Willis' character in Die Hard will die. Instead, character death should |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
342 |
fit into /what it will cost/. This thing, is it worth dying for? Obi-wan |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
343 |
Kenobi and Leon say yes. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
344 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
345 |
Here's a piece of text from Dogs in the Vineyard: |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
346 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
347 |
Also, occasionally, your character will get killed. The conflict |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
348 |
resolution rules will keep it from being pointless or arbitrary: |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
349 |
it'll happen only when you've chosen to stake your character's life |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
350 |
on something. Staking your character's life means risking it, is all. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
351 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
352 |
In fiction, You never die for something you haven't staked your life on. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
353 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
354 |
*3-23-04* |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
355 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
356 |
------------------------------------------------------------------------ |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
357 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
358 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
359 |
Practical Conflict Resolution Advice |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
360 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
361 |
My friend anonyfan asks: *"Do you have any ideas on how to effectively |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
362 |
and meaningfully implement 'what's at stake' in a non-narrativist game?"* |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
363 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
364 |
I sure do. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
365 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
366 |
You won't have any trouble at all, and in fact your group will wonder |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
367 |
how you got along before, if you find the magic words. I don't know what |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
368 |
your group's magic words are but here are some I've used: |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
369 |
"The danger is that..." |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
370 |
"What's at stake is..." |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
371 |
"What you're risking is..." |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
372 |
"So what you hope to accomplish is..." |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
373 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
374 |
Say the magic words every single time, when the dice are in their hands |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
375 |
but before they roll 'em. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
376 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
377 |
At first, you'll need to finish the sentence every time yourself, with a |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
378 |
period, like: |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
379 |
"The danger is that you'll set off the trap instead of disarming it." |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
380 |
"What's at stake is, do you make it to the ferry in time or do you have |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
381 |
to go the long way around?" |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
382 |
"What you're risking is being overheard by the goblins on the rooftop." |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
383 |
"So what you hope to accomplish is to get through the doorway, whether |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
384 |
this ogre lives or dies." |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
385 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
386 |
But after you've said it three or four or ten times, you'll be able to |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
387 |
trail off with a question mark when you want their input: |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
388 |
"What you're risking is...?" |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
389 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
390 |
And then, once the dice are on the table, always always always make it |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
391 |
like this: |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
392 |
- If they succeed, they win what's at stake. They accomplish their |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
393 |
accomplishment or they avoid the danger. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
394 |
- If they fail, they lose what's at stake - and you IMMEDIATELY |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
395 |
introduce something new at stake. It might be another chance, it might |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
396 |
be a consequence, but what matters is that it's more serious that the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
397 |
former. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
398 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
399 |
"The danger is that you'll set off the trap ... and you do! A dart |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
400 |
thocks into your shoulder. The danger now is that you'll succumb to its |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
401 |
poison!" |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
402 |
"You reach the dock as the ferry's pulling away. Do you want to jump for |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
403 |
it?" |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
404 |
"The goblins overhear you and start dropping in through the skylight. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
405 |
They scramble all over you, biting and screeching. The danger is that |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
406 |
they'll get you off your feet!" |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
407 |
"Not only does the ogre keep you away from the doorway, it's pushing you |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
408 |
back toward the chasm..." |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
409 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
410 |
In combat, you'll probably want to have an overall what's at stake for |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
411 |
the fight, and little tactical what's at stakes for each exchange. When |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
412 |
you describe the setup, mention two or three features of the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
413 |
environment, like hanging tapestries or a swaying bridge or broken |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
414 |
cobblestones, plus an apparent weakness of the foe, like worn armor |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
415 |
straps or a pus-filled left eye, and then when you say what's at stake |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
416 |
for an exchange, incorporate one of those: "the danger is that he'll |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
417 |
push you back onto the broken cobblestones" or "so what you're hoping to |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
418 |
do is to further strain his armor straps." This is on top of hitting and |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
419 |
damage and whatever, just add it straight in. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
420 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
421 |
It's especially effective if you always give a small bonus or penalty |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
422 |
for the exchange before. What's it in D&D now, +2/-2? Give it every |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
423 |
single exchange, linked to whether they won or lost the what's at stake |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
424 |
of the previous exchange. "The broken cobblestones mess up your footing, |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
425 |
so take a -2." "He has to shrug and shift to adjust his sagging armor, |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
426 |
so take a +2." |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
427 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
428 |
In Forge terms, you've used a couple of nonmechanical techniques to |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
429 |
build a conflict resolution system around your game's task resolution |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
430 |
rules. Guaranteed plus-fun. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
431 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
432 |
*3-27-04* |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
433 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
434 |
------------------------------------------------------------------------ |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
435 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
436 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
437 |
Arranging the Pieces of a Game |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
438 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
439 |
/This is another straight transplant from the Forge. You'll have to |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
440 |
forgive the GNS talk, or not, I mean, it /is/ how I think about things:/ |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
441 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
442 |
How do you treat Character, Setting, Situation, System and Color in |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
443 |
Narrativist game design vs. Simulationist vs. Gamist, is that what |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
444 |
you're asking? |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
445 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
446 |
After setup, what a game's rules do is control how you resolve one |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
447 |
situation into the next. If you're designing a Narrativist game, what |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
448 |
you need are rules that create a) rising conflict b) across a moral line |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
449 |
c) between fit characters d) according to the authorship of the players. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
450 |
Every new situation should be a step upward in that conflict, toward a |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
451 |
climax and resolution. Your rules need to provoke the players, |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
452 |
collaboratively, into escalating the conflict, until it can't escalate |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
453 |
no more. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
454 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
455 |
Character creation in a Narrativist game might work by creating |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
456 |
characters who, in some key way, have nowhere else to go. Life o' Crime, |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
457 |
the rpg: create a character who owes somebody more money than he can repay. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
458 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
459 |
Setting in a Narrativist game might work by applying pressure to that |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
460 |
key point in the characters. Life o' Crime: there's recession, few jobs, |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
461 |
no way up or out, but worse class difference than ever before anywhere. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
462 |
You see wealth but no opportunity. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
463 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
464 |
Situation in a Narrativist game works by increasing the pressure. Life |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
465 |
o' Crime: Someone depends on your character to bring home groceries and |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
466 |
pay rent. Someone else has just been evicted and is facing homelessness. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
467 |
Someone else asks you if you know where to get drugs. Someone else just |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
468 |
got beaten by the authorities. Someone else just got beaten by the guy |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
469 |
you owe money to. Someone else offers to cut you in on a job. Someone |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
470 |
else wants the whole take for himself. Someone else knew you'd never |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
471 |
amount to anything. Someone else can't be trusted. Someone else can be. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
472 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
473 |
System in a Narrativist game works, again, by resolving one situation |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
474 |
into the next. Life o' Crime: what do you do? How does it work out for |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
475 |
you? Does it a) hurt? b) give you breathing room? c) piss someone else |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
476 |
off? d) hurt someone else? and/or e) set you back? How does it increase |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
477 |
the pressure? Remember the moral line defined by your Premise, and |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
478 |
remember that the players are the authors! |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
479 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
480 |
And Color permeates a Narrativist game same as any other. Life o' Crime: |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
481 |
is it Thatcher's England? Victoria's England? Shakespeare's England? |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
482 |
Bush's US? Hoover's US? Colonial Massachussetts? Mars? The Kingdom of |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
483 |
Thringbora? The details change, but the core of character situated in |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
484 |
setting - the fit characters locked into conflict defined by a moral |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
485 |
line - doesn't. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
486 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
487 |
I've had fun writing this! I hope it's at all an answer to your |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
488 |
question, and I should probably make clear that it's just how I think |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
489 |
about it, and other people no doubt think about it in whole different ways. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
490 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
491 |
I imagine you could break down Simulationist and Gamist games in a |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
492 |
similar way. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
493 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
494 |
*4-10-04* |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
495 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
496 |
------------------------------------------------------------------------ |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
497 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
498 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
499 |
Pre-play / Play / Post-play |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
500 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
501 |
In your game, the game you're actually playing, a) in which stage does |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
502 |
/invention/ happen, and b) in which stage does /meaning/ happen? |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
503 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
504 |
Invention - creating setting, character, nifty toys, potent powers - |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
505 |
invention can happen before the game or during the game. (It can't |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
506 |
really happen after the game, can it?) |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
507 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
508 |
A game where the invention happens mostly pre-play would be one where |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
509 |
there are maps, characters, factions, technology, societies, interests, |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
510 |
all in place when the game begins. I can't think of a good example of |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
511 |
this in fiction - maybe /Babylon 5/? - but clearly lots of roleplaying |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
512 |
happens this way. Look at all the dang setting books! |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
513 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
514 |
A game where the invention happens mostly during play would have the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
515 |
same list of things, maps characters societies etc., but they'd be |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
516 |
created at need as the game progresses. We have one serious bazillion |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
517 |
examples of this from fiction: Howard wrote /Conan/ this way, their |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
518 |
writers wrote /Farscape/ and /Buffy/ this way, and lots of roleplaying |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
519 |
happens this way too. It's underrepresented in rpg books because it |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
520 |
doesn't call for or produce 'em. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
521 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
522 |
And it occurs to me that, in JRR Tolkein, we have an example in fiction |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
523 |
of post-play creation, where he created a bunch on the fly, and then |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
524 |
extensively rewrote and filled in to build his world. Apparently /the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
525 |
Hobbit/ changed a lot to match what he'd written for /the Lord of the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
526 |
Rings/, for instance. Can't really apply to roleplaying though. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
527 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
528 |
Similarly, meaning: |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
529 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
530 |
A game where the meaning happens mostly pre-play is one in which |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
531 |
somebody or everybody has something to say and already knows what it is |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
532 |
when the game starts. You can always tell these games: the GM expects |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
533 |
his or her villains and their schemes to be absolutely gripping, but |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
534 |
they aren't; the players keep wanting to play their characters as well |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
535 |
as the characters deserve, but it's not happening. I make my character a |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
536 |
former slave but when it comes up in play it's because I force it to, |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
537 |
and my fellow players dodge eye contact and the GM wants to get on with |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
538 |
the plot. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
539 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
540 |
A game where the meaning happens mostly during play is also easy to |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
541 |
spot: everybody gets it and is engaged. Other players than me are into |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
542 |
my former-slave character, and when she gets passionate about something, |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
543 |
the other players hold their breaths. The GM lets the players pick the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
544 |
villains through their PCs' judgements, then plays them aggressively and |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
545 |
directed-ly and hard. Every session is hot. Nobody sacrifices the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
546 |
integrity of his or her character for the sake of staying together as a |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
547 |
party or solving the GM's mystery - the action comes right out of the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
548 |
characters' passions. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
549 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
550 |
And a game where the meaning happens mostly post-play - telling it is |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
551 |
better than it was. Sometimes there'll be one person, the GM or the GM's |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
552 |
favorite player, whose needs the game mostly met, and if you talk to |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
553 |
/that/ person the game will sound rockin', but if you talk to the other |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
554 |
players, it'll sound eh. If people talk afterward about how cool this |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
555 |
kind of game was, they'll talk about highlights that happened once every |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
556 |
three, four, five sessions - as though a game with one gripping, |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
557 |
thrilling, passionate moment per twenty hours of play were a successful |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
558 |
game. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
559 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
560 |
My goal as a gamer and a game designer is to push /both/ invention and |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
561 |
meaning as much as possible into actual play. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
562 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
563 |
Problem: the hobby, represented by the books in your game store and the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
564 |
conventional habits of most gamers, prefers the pre-game over the game. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
565 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
566 |
Seriously. How many times have you created a character who was far |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
567 |
cooler in your head than he or she turned out to be in play? How many |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
568 |
times have you prepped a campaign only to find that, in play, it didn't |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
569 |
go as well as you'd hoped? Have you ever thought that, y'know, reading |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
570 |
game books and imagining play and preparing for a game is almost as much |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
571 |
fun as actually playing? Or even /more/ fun than actually playing? |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
572 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
573 |
The hobby doesn't value or teach collaboration. It values and teaches |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
574 |
competing sole-authorship. Pre-game invention sells books but robs |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
575 |
players of their ability to contribute; pre-game meaning is thrilling to |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
576 |
imagine but dull to actually play. This arrangement we've got going is |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
577 |
frickin' broken. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
578 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
579 |
The solution is to design games that're inspiring, but daydreaming about |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
580 |
how much fun the game will be to play seems pointless and lame, and you |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
581 |
can't create extensive histories or backstories because that stuff's |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
582 |
collaborative - |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
583 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
584 |
- so you call a friend. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
585 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
586 |
*4-12-04* |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
587 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
588 |
------------------------------------------------------------------------ |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
589 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
590 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
591 |
Burning Down the Firewall |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
592 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
593 |
Conventional wisdom: *if your character's not in the scene, you can't |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
594 |
participate.* |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
595 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
596 |
Text from Dogs in the Vineyard: |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
597 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
598 |
The game calls for lots of free table talk, with you and your fellow |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
599 |
players calling out suggestions, kibitzing, and expanding on one |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
600 |
another's descriptions. Don't shut your mouth just because your |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
601 |
character's off the stage. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
602 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
603 |
Conventional wisdom: *if your character's not in the scene, you |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
604 |
shouldn't let information from the scene influence your actions.* |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
605 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
606 |
Text from Dogs: |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
607 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
608 |
The game works *even better* when you bring your own metagame |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
609 |
knowledge into your character's actions. If you're choosing between |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
610 |
two possible, realistic actions for your character to take, don't |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
611 |
limit your decision-making to your character's point of view. Choose |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
612 |
the one that *you* prefer! |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
613 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
614 |
Conventional wisdom: *when your character's surprised, you should be |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
615 |
surprised.* |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
616 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
617 |
I can't beat Ron Edwards' answer to this one. The whole answer's here on |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
618 |
the Forge <http://www.indie-rpgs.com/viewtopic.php?p=114267#114267>, but |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
619 |
here's a quote: |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
620 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
621 |
I'm now going to say something very harsh - traditionally, the focus |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
622 |
on "must ... surprise ... players!" is trying to solve the basic |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
623 |
problem that the encounter with, e.g., the goblins, is fundamentally |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
624 |
a stupid and irrelevant event in the game. Gotta have a fight. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
625 |
Goblins. Must make it exciting. Um, well, I guess the only way is to |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
626 |
"get into character" and "be surprised," so I gotta figure out how. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
627 |
OK, tell them to immerse, surprise the characters with GM-rolls-it |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
628 |
Perception checks, and thus the players will be surprised, right? |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
629 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
630 |
Wrong. The perception check is a big fat meaningless waste - the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
631 |
encounter only takes on player-relevance if, in fact, the goblins |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
632 |
are relevant to the Creative Agenda of this group. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
633 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
634 |
Conventional wisdom: *it's boring when your character's not in the scene.* |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
635 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
636 |
Text from Dogs: |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
637 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
638 |
Like every social fun, playing Dogs in the Vineyard depends on |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
639 |
constant feedback and demonstrated enthusiasm. When somebody says |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
640 |
something cool, show it. When something's funny, laugh. When you |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
641 |
have a suggestion, shout out. (I know, I know, duh, right? I only |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
642 |
mention it because I've played other games where you didn't, y'know, |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
643 |
do things like that.) |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
644 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
645 |
Also, to really deliver, the game shouldn't be isolated from your |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
646 |
regular socializing, it should blend in. Chat about the game before |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
647 |
and after, just like you would a book or TV show or movie. Chat |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
648 |
about books and movies and catch up with each other, during! You can |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
649 |
think of it as commercial breaks if you want, but tied to the social |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
650 |
rhythms of your little group, not on TV's 15-minute cycle. If the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
651 |
game's worth playing, it'll draw your attention back in. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
652 |
Interspersing some time of just hanging out like friends can be |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
653 |
pretty effective for maintaining a pace, prolonging suspense, and |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
654 |
giving payoff moments real punch, so don't worry too much about |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
655 |
digressions. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
656 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
657 |
... |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
658 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
659 |
Your game will have an overall story, made up of the interwoven |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
660 |
individual stories of your characters. If it's not as fun and |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
661 |
engaging as the best TV shows, I haven't done my job. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
662 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
663 |
*4-22-04* |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
664 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
665 |
------------------------------------------------------------------------ |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
666 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
667 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
668 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
669 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
670 |