Forum changes: Editing of posts has been turned off until further notice.
Started by Cyrus Marriner, October 23, 2005, 02:19:12 AM
QuoteThese games raise an interesting issue. They are essentially "I get to say what the dice tell me" procedures, organized into specific scenes and what-to-roll rituals. Unfortunately, this is not an SIS-generating procedure, any more than putting on a funny hat and voice when playing Monopoly is role-playing. These games are entirely too structured in terms of what a character "is," imaginatively speaking, and more generally, what "can happen" during play. In contrast with fairly ritualized games like My Life with Master and Polaris, I think these are marked by a complete inability for characters actually to do stuff outside the immediate instructions of the rules, up to and including making crucial choices about relationships with other characters.Which begs the question, however, of whether these games work. Mechanically, they well might, in the sense that gears will shift and cogs will revolve. Imaginatively and motivationally? That will be a very, very local question, and my judgment at this point is that all of these entries have gone over a crucial line, to the point where the role of human input is restricted only to the end-process of resolution, too much so for it to play a conflict-generating role.The good news is that none of them suck. I think all of them could well be brought back over that crucial boundary into the zone that I think yields successful play, with a conceptual modification, mostly affecting when Fortune is applied and how scenes may be constructed. I hope to be able to articulate how this might be done for each game in the feedback threads.
Quote from: Cyrus Marriner on October 24, 2005, 02:20:10 AMOr should I not even give mechanical benefits for changing your relationships with other characters--is that taking away the fruitful void?
Quote from: greyorm on October 26, 2005, 07:58:52 AMI see a potential problem/conflict here in that you mention in the text the possibility of intelligent alien humanoids being the source of the colonial impediment, but here you are stating that it is not an idea in keeping with the nature/focus of the game.