The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 01:02:01 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
Wonderful games
Pages: [
1
]
« previous
next »
Author
Topic: Wonderful games (Read 930 times)
bodhi
Member
Posts: 10
Wonderful games
«
on:
April 13, 2002, 11:27:56 AM »
There is a topic by Pale Fire in the game design forum regarding the setting for his game, Yggdrasil. The discussion centered briefly on the idea of capturing a sense of wonder in a role-playing game, and using color to instill that sense of wonder.
After reading that post, I realized that I'm facing the same design problem as Pale Fire. I've just been approaching that problem from a more quirky direction - and without a concise idea of what I was trying to do. So thanks to the participants for bringing it up.
I've decided for myself that the best chance my game has of capturing a sense of wonder, is to reward the players for trying to instill a sense of wonder
in the other players
. Wonder is a result of generosity. Wonder is something that's given to you. It's also something you can create, but only by investing yourself in something outside of yourself - laboring over a storyline built from the details of the players' characters, spending money you might not have on a bike for your daughter, pouring yourself so completely in the portrayel of a character that you've created the character comes alive for everyone at the gaming table.
I think the reward itself would work best as more control over the narrative. That would hopefully act as a feedback loop upping the chances of "wonderful moments" to happen in the future as the players gain greater control in developing the story.
Any ideas are much appreciated.
As an aside on mechanics - I too have been drawn in by unique and wonderful settings, only to be let down during play. Often, this is because the setting is inspiring, but the actual rules systems are so, well, mechanical. It's a breath of fresh air to find independent role-playing games, where this seems to be changing radically.
Logged
Ron Edwards
Global Moderator
Member
Posts: 16490
Wonderful games
«
Reply #1 on:
April 14, 2002, 12:58:35 PM »
Hey bodhi,
The Pool, The Pool, The Pool. Plus, InSpectres, Universalis (when it's public), and (I hope) Sorcerer & Sword.
These games are all about the kind of all-participants-contribute sort of play that you're describing. My upcoming game Trollbabe is built to bring it into light-but-not-stupid fantasy adventure.
Great topic. I agree with you in full, and the more we can all work to get that going in game design, the better.
Best,
Ron
Logged
Paul Czege
Acts of Evil Playtesters
Member
Posts: 2341
Wonderful games
«
Reply #2 on:
April 15, 2002, 09:25:27 AM »
I will say that I think...Sim...is capable of delivering wonder or horror for individual players.
Okay mister smart-e-pants guy...how about an actual play example from your experience of either Sim horror or wonder, and a description of how it was achieved?
Paul
Logged
My Life with Master
knows codependence.
And if you're doing anything with your
Acts of Evil
ashcan license
, of course I'm curious and would love to hear about your plans
contracycle
Member
Posts: 2807
Wonderful games
«
Reply #3 on:
April 16, 2002, 03:34:00 AM »
Yeah - fundamentally, I don't think I can be horrified by something if I am in control of it, I find. If I can snap my fingers as a player and have the characters problem go away - well then, its all self-inflicted. the very fact that the source of horror is something from which I am alienated is a big component of the experience.
Logged
Impeach the bomber boys:
www.impeachblair.org
www.impeachbush.org
"He who loves practice without theory is like the sailor who boards ship without a rudder and compass and never knows where he may cast."
- Leonardo da Vinci
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