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The Forge Archives
Independent Game Forums
glyphpress
(Moderator:
Joshua A.C. Newman
)
[Shock] Almost wonderful.
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Topic: [Shock] Almost wonderful. (Read 8148 times)
matthijs
Member
Posts: 462
[Shock] Almost wonderful.
«
on:
February 05, 2007, 05:19:47 AM »
I recently tried Shock: for the first time. It was a mixed experience; some scenes were wonderful, some dull, some protagonist/antagonist interactions faltered, some shone. All in all, I felt the game didn't have strong enough guidelines and advice for play.
Then I read a few fora (here, glyphpress, Story Games), and found all sorts of things like:
- Who frames scenes after the first scene
- Who fills out the grid & how, with how many issues & shocks each/altogether
- Praxis should be the last thing the group decides on
Joshua, how about compiling all this stuff in one place? It's essential information. I want this game to work for me, and I have a strong feeling it can, but (speaking as "customer to publisher", not "playtester to designer"): The book is incomplete. You need to help us more.
«
Last Edit: February 05, 2007, 08:00:31 AM by matthijs
»
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Joshua A.C. Newman
Moderator
Member
Posts: 1144
the glyphpress
Re: [Shock] Almost wonderful.
«
Reply #1 on:
February 05, 2007, 08:06:26 AM »
Yeah, I'm working on exactly that. I agree that the book needs greater clarity. There are some important things that are implied but not stated that really need to be said.
I'm glad you enjoyed the parts you enjoyed and I'd love to clarify the parts you don't understand so you can get everything out of the game that's there when it's working.
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the glyphpress
's games are
Shock: Social Science Fiction
and
Under the Bed
.
I
design books
like
Dogs in the Vineyard
and
The Mountain Witch
.
matthijs
Member
Posts: 462
Re: [Shock] Almost wonderful.
«
Reply #2 on:
February 05, 2007, 08:12:18 AM »
Thanks!
I think most of our rules questions have been clarified by what's posted on the fora. However, there's always the need for my group(s) to improve on narrativist techniques (like bangs) that seem to be fairly essential for this style of play.
I want to play again - but I'll certainly be paying much more attention to making good protagonist/antagonist pairs, ones that work in the types of conflict-oriented stories Shock is designed for.
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Joshua A.C. Newman
Moderator
Member
Posts: 1144
the glyphpress
Re: [Shock] Almost wonderful.
«
Reply #3 on:
February 05, 2007, 08:18:50 AM »
Cool! Let me know how it comes out next time you play.
Logged
the glyphpress
's games are
Shock: Social Science Fiction
and
Under the Bed
.
I
design books
like
Dogs in the Vineyard
and
The Mountain Witch
.
TomTitTot
Member
Posts: 53
Re: [Shock] Almost wonderful.
«
Reply #4 on:
January 21, 2008, 07:35:21 PM »
Out of curiousity, who
is
meant to frame scenes after the first? We defaulted to Antags, but I'm just wondering what was intended?
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The Air Of Mind - A Blog With Actual Play!
Joshua A.C. Newman
Moderator
Member
Posts: 1144
the glyphpress
Re: [Shock] Almost wonderful.
«
Reply #5 on:
January 21, 2008, 11:09:59 PM »
Every time the Protag player's turn comes up, they say what they're doing now. The Antag player gets to twist everything the Protag says.
Sometimes, it happens the other way around. If that's OK with the Protag player, it's OK. For the most part, that makes it easier on the Protag, though. Same with setting Intents in a conflict: if the Antag sets hir Intent first, the Protag gets to say something in response. But sometimes it happens and it's not worth interrupting play for.
Logged
the glyphpress
's games are
Shock: Social Science Fiction
and
Under the Bed
.
I
design books
like
Dogs in the Vineyard
and
The Mountain Witch
.
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