Forum changes: Editing of posts has been turned off until further notice.
Started by Judd, December 19, 2005, 08:40:44 PM
Quote from: Jon Hastings on December 20, 2005, 05:45:44 PMThis is all good stuff. One thing I would add, though, is that the GM might want to be up front and explicit about using flags in this way, and should make sure the players are actually interested in what they're putting down on their character sheet.
QuoteUsually, the solution I've found best for this is somethign like the TSOY version where you can dump one key and buy another -- letting you get out of situations you've come to find unfun.
Quote from: Paka on December 20, 2005, 12:15:31 PMBut why not just have it tied to the system?I say the following with a smile on my face and I'm not meaning any condescension: John, man, I don't getcha, really I don't.
Quote from: johnmarron on December 21, 2005, 09:06:21 AMA while back I read through the Decipher Lord of the Rings RPG. I read over the sample characters they provided, and my eyes glazed over at the reams of numerically represented stats. At the bottom of each character sheet was a paragraph of narrative description, and I thought to myself, "this is all I really need to protray or GM for this character". For me, if I can get the players to put honest, thought-out Flags into that paragraph, I think I'll feel comfortable using that info to provide bangs. Obviously, techniques to achieve this are part of the "system", I just don't want them to necessarily require bookkeeping or randomizing.I'll give some thought to how to achieve narratively-expressed flags, and see if I can implement it in a game. In the kind of system I'm envisioning, character "advancement" (really change) could take the form of adding and/or re-writing sentences of your character description.John
QuoteThe problem is, the GM is then faced with a group of identically-formatted laundry list of potential Markers. But then you have to play mind-reading games to figure out which of these Markers is live and wired in to the player's interests, and which is just sitting there, spun out by the player out of Simmish interest or, worse, dredged up in order to have a filled-out character sheet.
Quote from: johnmarron on December 21, 2005, 09:06:21 AM I appreciate the value of making Flags central to the game, having them right there on the sheet in front of god and everyone, and rewarding play that focuses on them, but I'm such a number-phobe that I shy away from expressing this in a non-narrative way.
Quote from: Michael S. Miller on December 21, 2005, 10:22:11 AMI'm trying to figure out whether you're objecting to Flags tied to the dice system, or objecting to Flags tied to the capital-"S" System.
Quote from: RDU Neil on December 21, 2005, 10:37:59 AM I guess the question is, don't you feel that individual players have responsibility to the positive experience of the group as a whole, and not just to their own short terms whims? (Again, I could be misreading, but I just haven't seen anything about player responsibility... just GM responsibility.)Example:
Quote from: David Chunn on December 21, 2005, 11:11:04 AMFor example, after looking over a character sheet from an old detailed game I played in, I can summarize all the skills, abilities, and what-not into the four Flag stats below. As a player, those are all I really needed because they are what I wanted to say with the character. I easily could have replaced all that other stuff with these. Stick a number on each, tie in a Humanity stat, provide a Life rating, and I'd be good. (I'd need to be able to shift them, of course.)1. Own a whorehouse.2. Heroic despite others' expectations.3. Master the arts of necromancy.4. Stay alive.
Quote from: RDU Neil on December 21, 2005, 10:37:59 AMSo many posts on here seem to talk about GM responsibility to working to the player Flags... but what about player responsibility to see the story through... to be responsible for the enjoyment of others at the table, not just their own... to be willing to handle some player disappointment in things that don't play out EXACTLY as they want... essentially taking the bad with the good which is just a fact of life... gaming or real.
QuoteI guess the question is, don't you feel that individual players have responsibility to the positive experience of the group as a whole, and not just to their own short terms whims?