The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 02:11:33 PM
1 Hour
1 Day
1 Week
1 Month
Forever
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:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
Archive
RPG Theory
Fear and confusion II (split)
Pages: [
1
]
« previous
next »
Author
Topic: Fear and confusion II (split) (Read 820 times)
Rodger Thorm
Member
Posts: 6
Fear and confusion II (split)
«
on:
May 24, 2005, 11:06:23 AM »
Quote from: Sydney Freedberg
And the more I think about it, the more I think the solution is something along TonyLB's lines -- limiting the PLAYER'S knowledge of the situation to force them to make crappy decisions for their characters.
Really, the ONLY power a GM actually has is the power to describe the in-game reality (which only exists as an infrastructure of words supporting a more-or-less-shared imaginative space). I've come to believe that game mechanics should recognize this fact and consciously adjust how much and what type of information the player is given.
ALL
of the information that the players have is coming from the GM. And the players have to translate things that the GM tells them verbally and come to their own understanding of what they are being told. And hopefully this aligns with what the GM is communicating. So I'm very concerned about any kind of response that encourages the GM to throttle this connection even further.
The whole story is being told through a very narrow pipe already (what the GM verbally tells the players); there's a significant uptick by turning some of it into visual information (miniatures, maps, diagrams, etc.), but there's still a lot of information that the
players
don't have that a person in the same situation would have.
If I was standing in an alley, I could see in an instant what might provide the best cover for me if someone suddenly started shooting at me. In a game, however, I have to either remember the things the GM has already described (and do we really want to encourage the GM to describe every little bit of debris beforehand, so the player can choose what to try to use for cover), or I have to ask questions. But at some point, since the world is being held in the GM's head, I have to rely on the GM for what I can or can't do.
To try to mimic the intensity of the situation by forcing the players to react quickly ("give me your answer in five seconds, or you lose your turn") is mostly going to be a failure. It might work for
you
because you can communicate with your players really well. But there are a lot more GMs who will turn a system like this into hash.
I thought the example that TonyLB gave was very compelling. It's good, because it seems, according to his description, to have been handled quite even-handedly. It worked against the players, at first, but they learned how to use it to their advantage.
Quote from: TonyLB
I was pretty pleased with that aspect of the system, particularly when the PCs turned it around on the bad guys and spent a lot of time casing them from cover, then blasted them mercilessly while laughing hysterically at the thought of how many perception checks their opponents would have to make before they had the faintest idea what was going on.
Oh, and we came
very
close to two PCs killing each other by accident, because they didn't want to waste time verifying who their "enemy" was. Which was cool.
Having something that quantifies the noise in some fashion (in this case, two PCs not wanting to take the time to verify their "enemy" is a workable solution. (Add me to the list of people who would really like to see this if you can find and post it, Tony.)
The good thing that Tony's example does (or seems to do) is that it doesn't arbitrarily limit the player's information. I could see myself as the player with the vodka glass asking the GM a half dozen questions about the setting (is the table the best cover available, etc.) before announcing my move once I decided I didn't want to try to first figure out where the shots were coming from.
In the James Bond RPG, Chris Klug wrote (and I'm paraphrasing here, but I read this just a day or two ago, so I'm recalling from reasonably fresh memory) "the players are going to try to insist that they can return fire and climb the stairs and attend to 009's wound and call M for more information all at the same time."
Both of these are bandwidth effects. Game time and real time do not correspond. Limiting the character's options through a mechanism that applies to all sides is the fairest approach. It's trivially easy for the GM, who is the source of all information to the players, to make things confusing for them. Quantifying the degree of confusion in some fashion helps to level the playing field.
Logged
Rodger Thorm
DragonQuest Newsletter (Yahoo group):
http://games.groups.yahoo.com/group/dqn-list/
Thierry Michel
Member
Posts: 177
Fear and confusion II (split)
«
Reply #1 on:
May 25, 2005, 12:51:44 AM »
http://forum.rpg.net/showpost.php?p=1577550&postcount=1
">This might interest you. RPGs follow genre convention for the most part.
Logged
Yokiboy
Member
Posts: 363
Fear and confusion II (split)
«
Reply #2 on:
May 25, 2005, 03:46:23 AM »
Hello Sydney,
I'm surprised nobody's mentioned
Phoenix Command
, the advanced rules (yep they actually released
advanced
rules) cover most of what you're looking for. Phoneix Command was basically a hard-core sim player's wet dream! I have a close friend who still swears by it as "the best game ever!"
The OODA rules in PC are very cool. We used to play this combat game against each other, where we drew up some ruins or city-scapes on a battle map and then set loose our characters to hunt down each other. It sort of works out in a scripted manner, and you were terrified to peak around a corner at the same time as someone else was aiming there rifle at the same spot. Very cool as a small unit combat simulator, but a bit involved for an RPG.
I also agree with Ron's comments regarding Sorcerer and The Riddle of Steel (cannot comment on BW).
TTFN,
Yoki
Logged
Holken ~ my gaming stuff
Ron Edwards
Global Moderator
Member
Posts: 16490
Fear and confusion II (split)
«
Reply #3 on:
May 25, 2005, 04:20:07 AM »
All of the above was split from
Fear and confusion: do all role-playing games miss the point?
Rodger, that's a great post and a great start to a new discussion. However, please do not post to old threads; the way to go is to start a new one and link to the old one (which is easy, I can show you how if you'd like).
Other guys, look at the dates, please. Dates include years. I realize you didn't see the year, so don't bother explaining. Carry on with the discussion.
Best,
Ron
Logged
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum