*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
August 27, 2014, 01:16:56 PM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 65 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
Pages: [1]
Print
Author Topic: Duel of Wits, negotiate between the players  (Read 1333 times)
Judd
Member

Posts: 1641

Please call me Judd.


WWW
« on: May 16, 2005, 10:57:23 PM »

I had a break-through moment much like when I realized that in Riddle of Steel, SA's are about what get's the player excited, not the character.

We were negotiating a Duel of Wits between the lovers in my King in Gray game.  It was the Elven Queen, guiltily mourning the loss of her husband, and the King's Champion, proclaiming the king a weakling.

The players were having trouble coming to terms concerning the victory conditions.  The moment happened when I said, "These negotiations are going on between Mario and Jevon, not between the Queen and the Lord Protector."

Ah-ha.

After that it took all of a minute to figure out terms.  They stepped out of the dramatic, Grief-ridden skins of Burning Wheel Elves and just talked like freakin' people.

Its obvious but its important.

I feel this is the most important thing I've learned here in the past few years.  The importance of the people who control the fictions, rather than focusing on the fictions themselves.

And that's all.
Logged

Luke
Moderator
Member
*
Posts: 1359

Conventions Forum Moderator, First Thoughts Pest


WWW
« Reply #1 on: May 17, 2005, 06:34:03 AM »

as a wise man once said, "YEAH, BABY!"

it seemed like the impossible dream a couple of years ago. hell, even I said it couldn't be done and shouldn't be done! but once we got into it, it was head-smackingly obvious. A social conflict resolution can't really be about the characters, because the characters don't have any freaking goals or wants or needs or get angry or excited. it's got to be about the players. the characters are merely the filter through which we apply the mechanics.

rrawk
-L
Logged

Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!