Forum changes: Editing of posts has been turned off until further notice.
Started by Judd, December 19, 2005, 08:40:44 PM
Quote from: Bankuei on December 20, 2005, 03:20:34 AMHi Judd,Yep, I'd been doing this for some time, calling the various things "Flags" or "Markers". My recent post was pretty much the realization that the GM should not have the option to NOT hit on one of those- it might as well be a menu and you can only pick the items there for setting up scenes.Chris
Quote from: johnmarron on December 20, 2005, 12:02:28 PMI'm a complete convert to the need for flags and markers as overt signals to the GM that "this, THIS is what I, the real person playing the game, want the story of my character to be about. This is what I come to the table for and would enjoy."That said, I'm wondering if Flags need to be mechanical components of the system, or part of the reward mechanism, as in TROS SAs? I think I'd be more comfortable as a GM with devevloping a set of techniques, dialogues, or questions to be used in pre-game prep to tease out or get the player to decide on and clearly express their goals for play, than having to hardwire this into game mechanics (but I realize that I'm going against the tide of Forge design ideals in this preference).Anyone seen or given any thought to ways to get this info out of the players without making it part of the game rules? I'd like to see a process or technique that could be applied regardless of what system was being prepped for.John
Quote from: johnmarron on December 20, 2005, 12:02:28 PMAnyone seen or given any thought to ways to get this info out of the players without making it part of the game rules? I'd like to see a process or technique that could be applied regardless of what system was being prepped for.
Quote from: Bankuei on December 20, 2005, 06:37:21 AMHi Judd,I can understand the "uncomfortableness", but if you look at actual play, I bet it's not a restriction at all. I mean, few people consider it "limiting" to play a single character- as a GM, you're probably going to get at least 3 or 4 ways to push thematic buttons for each player- which means we're talking 9 or more options for every scene, and assuming you have normal rights to frame scenes and conflicts- that's not very limiting at all.In a way, its a reversal of traditional play- instead of players looking to the GM for signals on where to go next, the GM is looking to the players for signals of what to frame next. It makes your job easier, not harder.Chris
Quote"Well, Joan and I are voting we go see Harry Potter, John and Louis want to see Narnia, what do you think?""We're watching Pride And Prejudice!"Everyone: "Um, well, if you -really- want to see it, I guess we'll go along..."