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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)
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Author Topic: Wonderful games  (Read 930 times)
bodhi
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Posts: 10


« 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.
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Ron Edwards
Global Moderator
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« 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
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Paul Czege
Acts of Evil Playtesters
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Posts: 2341


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« 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
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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


« 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.
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