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Started by Gregor Hutton, October 22, 2006, 09:04:31 PM
QuoteI would say though that the wererat did bring a little humour to what was otherwise an intensely dark game. You certainly hit the nail on the head there, presuming that's what you were trying for.
QuoteIn the story being created, the romantic breakup is inevitable. It includes an unknown fantastic-horror issue, establishing which principal character is a monstrous were-rat, or possibly whether both are. Although that has its gruesome aspects, it serves as a softener or buffer concerning the actual dramatic issue. The actual dramatic issue lies in establishing whether either or both of these people is any good as a human being, and whether a romantic breakup is necessarily a tragedy.
Quote from: Gregor Hutton on October 24, 2006, 07:36:05 AMI think that Delphine was put behind the eight-ball from the get-go in this relationship. Even her highest stat is lower than Huw's lowest, so I think she was getting the rough end of the stick to start whatever happened, and with those black dice sitting there tempting (and her low stats) I'm convinced that she was always going to be a were-rat in this story. Interestingly it would not have taken much for us to feather back on the were-ratness to be honest, even with the killing at the start. At first I implied that Delphine had done it but left it unclear if that was the case. And I now see that there are good reasons to leave it like that, at least until we've become Greedy, Cunning and Murderous.
QuoteAs for a correlation between getting the were-rat element and relationship experience... I'm not so sure. One of the older players didn't enjoy the fantastical element at all, and I think they were also wary of touching on any personal experience in the game. So I think in this group anyway sensitivities varied from person to person and wasn't directly correlated to experience or whatever.
Quote from: Ron Edwards on October 24, 2006, 09:42:27 AMWellllll, it depends. What if the girls play their character as continually struggling against being Needy and Stubborn? That might change the nature of your investment in a given conflict - in other words, "getting your way" might be part of a given person or group's goals in play, but it doesn't have to be. It is absolutely built into the game that trying to be right all the time and getting your own way all the time will drive the relationship straight into hell (note - not toward breakup, as it's already happening - but straight into hell). It's not uncommon for someone to look at a high score and groan - "oh shit, I can't lose - we're trapped!!" - and hope for a low roll.
QuoteAs for the were-rat element, you'll find that if it's played as written, it will remain mainly symbolism, not an automatic monster-story unless one or both groups really work at it. That should be left to later events of play; in your group's case, you jumped the tracks a little bit with the second were-rattish narration by making Delphine an actual monster. By the rules, you would have found, instead, that she should have been played as a perfectly normal person for many more turns.
Quote from: Gregor Hutton on October 24, 2006, 01:34:41 PMI think that I was the only male player who didn't have a "fear of the black dice", for what that's worth, though. Hugo and Malcolm were reluctant to use them and certainly anything above 1 die was treated with suspicion by our side. To me they were important as available choices for Delphine -- they were the mechanical way that she could have a shot at getting an outcome for her. I think the girls had less hang ups about using the black dice and saw their usefulness (and risk/reward too)......From my point of view I felt that 2 of the girls really got it all the time -- that, as a game, it can be fun, and be full of truisms, barbs and twists, commentary on humanity, sexuality, realtionships and nature. The other two girls took delight in some moments of play (creating the character, deciding on grisly twists) but less so in others (deciding what to throw as a humiliation for themselves, input on conflicts for the other character)...