Forum changes: Editing of posts has been turned off until further notice.
Started by Paul Czege, December 04, 2006, 03:24:45 PM
Quote from: Jared A. Sorensen on December 07, 2006, 10:41:48 AMI think it would be a mistake to pin the success of a game session on the pacing mechanic. Both my games you mentioned have a kind of pacing mechanic, but they're not what the game's "about." So the game still works regardless of the how the die mechanics dictate the length of the game.
Quote from: Paul Czege on December 15, 2006, 01:00:58 PMWhat do you think, can you see how my example is less...high up? I want to say, "Write it to expose the personality of the conflict, like the best narration you hear on The History Channel. Not like an encyclopedia entry." But I'm not sure that'll be a broadly effective explanation. How would you explain it?
QuoteYou also didn't connect Thurma's Annotations to The Conclusion as the text suggests, and that has me thinking about reworking that attachment requirement.
QuoteMy intent is for the character's Niche to represent effectiveness and agency relative to The Conclusion, such that the lowering of World, Flesh, and Devil scores for Niche effectiveness is a process of reducing human complexity and becoming more iconic. It's the transition from Robin of Loxley to Robin Hood, from human to an iconic entity uniquely empowered to change the course of societal events.
QuoteExcept the World, Flesh, and Devil scores are just numbers. For Thurma you gave them descriptors, because I think you intuited their association with a character's human complexity, but that's not in the rules. What's in the rules for human complexity is the Annotations. Except now I'm starting to think the attachment between the Niche and The Circumstances and the Annotations and The Conclusion is garbled. Your Thurma and my own example Conclusion have me doubting whether there's enough in a Conclusion for Annotations that support a diverse cast of characters and give complexity to an individual character. Could you write Annotations for a diverse cast of uniquely interesting Cathavaian and Parvulus characters from my example Conclusion? Perhaps both the Niche and the Annotations should be based on The Circumstances?
Quote2. And yes, if I've bottomed out in Devil and World, I can't try to change the future with either of them. And if I'm bottomed out in Flesh as well, I can't try to change the future at all. The mechanic implies that fully changing the future will require the efforts of more than one individual.
QuoteIt's interesting that you think a player only bottoming out one Expression is uninteresting. To me what's interesting is seeing a player choose between iconic agency and human complexity. And that latter choice is what you're describing as uninteresting. My thinking is that as gamemaster I'll be looking for early play to telegraph which way a player is leaning, and then I'll hit him with scenes and conflicts that push him the other way. If he's Niche-ifying, and leaning toward agency, I'll hit him with non-Niche situations of personal relevance. And if I see him choosing to increase the Inevitability of The Conclusion, then I'll hit him with stuff that's in his Niche. Do you think it won't work?
Quote from: Paul Czege on December 15, 2006, 04:05:09 PMAnd...I think I need a higher starting value for the Inevitability. Otherwise players start characters with a World, Flesh, or Devil Expressions of 1, bottom it out in their first Niche scene, and then call for a recasting. A concerted effort on the part of the players could end the whole thing in seven or eight scenes. What do you think makes sense as a starting value for the Inevitability? Some calculation...or perhaps setting it equal to the highest World, Flesh, or Devil Expression across the cast of characters?
Quote from: Eero Tuovinen on December 15, 2006, 06:31:12 PMLooking at Paul's suggested solution of having X = highest attribute is interesting, as it forces the min-maxer to consider turns wasted in that manner. Assuming that the players have to take one turn to drop an attribute or one turn to get Imperative (to counteract the high beginning Inevitability, if they opt for a 1/1/5 spread), the optimal spread of attributes will be far from obvious. Clearly all players should go for the same set of attributes, but whether it's more efficient to start with disbalanced attributes and work Imperative up or balanced attributes (best you can do is 2/2/3, which still gives you starting Inevitability of 3) and work the attributes down, is a nasty question depending on how often Niche really comes up, as well as the number of players. Very nice.