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Independent Game Forums => Dog Eared Designs => Topic started by: stefoid on January 21, 2010, 03:01:49 PM



Title: Bullet point reminders - All - Conflict
Post by: stefoid on January 21, 2010, 03:01:49 PM
Hi, Im going to create two or three threads, one for each type of list that I have in mind.  The purpose is to collaboratively come up with a list of maybe 6 or 8 one sentence bullet points that players and/or producer can refer to, when they are learning the game.  These points are not about the rules of the game as such, but the skills that need to be learned to play good, fun games of PTA.  i.e. if the list was about tennis, one such point might be  -" keep your eye on the ball". 
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Everyone - Conflict:
Concerns things that everyone should keep in mind as a scene plays out, in order that good conflicts occur
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1)
2)
3)
etc...


Title: Re: Bullet point reminders - All - Conflict
Post by: stefoid on January 21, 2010, 03:45:24 PM
When looking for a conflict, always keep in mind the Agenda and the Focus of the scene


Title: Re: Bullet point reminders - All - Conflict
Post by: stefoid on January 21, 2010, 07:19:43 PM
PC decisions can be good sources of conflict, if the PCs issue could affect their judgement.


Title: Re: Bullet point reminders - All - Conflict
Post by: stefoid on January 22, 2010, 02:23:40 AM
PC decisions can be good sources of conflict, if the PCs issue could affect their judgement.

PC decisions can be good sources of conflict, if the PCs issue could affect their judgement = Dilema


Title: Re: Bullet point reminders - All - Conflict
Post by: Alan on February 17, 2010, 02:35:26 PM
Go to cards at the first hint of conflict. Save the verbal jousting for the playing of fanmail, edges, and the resolution.


Title: Re: Bullet point reminders - All - Conflict
Post by: stefoid on February 24, 2010, 01:21:23 AM
This from a thread I found pretty helpful:

http://www.indie-rpgs.com/forum/index.php?topic=28173.0 (http://www.indie-rpgs.com/forum/index.php?topic=28173.0)
Quote
Basically, you guys are storyboarding. You're not creating a shared imagined space in which characters move around, enter and exit, do things, say things, react to one another, and otherwise "be." The conflicts are not forming organically from interactions and situational features, but being imposed in the abstract.

Roleplay, dont storyboard.