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GNS Model Discussion
(OT free association) How to Enable Verbal Play in a Game
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epweissengruber
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Posts: 311
I like games! and theory! and The Forge!
(OT free association) How to Enable Verbal Play in a Game
«
on:
December 06, 2004, 11:59:32 AM »
Recent discussion have reminded me of a note I saw on the Gametheory.net webiste
http://www.gametheory.net/News/Items/090.html
Quote
The mathematics of drama is a welcome development. I look forward to the analysis of humour as verbal topology.
Is there any way that structured game design could stimulate verbal confusions, reversals, parodies, puns, etc?
How do you create an imaginative space that may be warped, twisted, bent by the verbal invention of the players. A verbal version of Knightmare Chess where a character's option can distort the play-space in a rule-bound and not arbitrary manner.
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Paul Czege
Acts of Evil Playtesters
Member
Posts: 2341
(OT free association) How to Enable Verbal Play in a Game
«
Reply #1 on:
December 06, 2004, 12:05:21 PM »
...an imaginative space that may be warped, twisted, bent by the verbal invention of the players. A verbal version of Knightmare Chess where a character's option can distort the play-space in a rule-bound and not arbitrary manner.
How is Universalis not this?
Paul
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My Life with Master
knows codependence.
And if you're doing anything with your
Acts of Evil
ashcan license
, of course I'm curious and would love to hear about your plans
Ron Edwards
Global Moderator
Member
Posts: 16490
(OT free association) How to Enable Verbal Play in a Game
«
Reply #2 on:
December 06, 2004, 12:59:27 PM »
Or InSpectres, for that matter, or even Elfs if you use the Dumb Luck rules.
I think this concept has seen quite a bit of practical and enjoyable development in the last few years.
In fact, if you expand the concept outwards a little, the entire act of "shared imagined space" / "Exploration" is constituted of nothing but what you describe.
Best,
Ron
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