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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 53 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: [Dust Devils] Folding  (Read 1995 times)
Sam!
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« on: March 19, 2007, 03:10:28 PM »

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Sami Koponen
Eero Tuovinen
Acts of Evil Playtesters
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« Reply #1 on: March 20, 2007, 04:00:26 AM »

Folding is intented to first and foremost delay the conflict by protecting the goal of the folding player. So the order of priority is:
1) The folder's goal is not resolved. Folder describes how.
2) If there are several parties in the conflict, the others negotiate to determine whether they still have disagreement, or whether the conflict is annulled.
3) If the opposing goal cannot be resolved without resolving the folder's goal, the opposing goal is not resolved either. The opponent describes.
4) If the folding description does not end the situation in the fiction, either player may declare a new conflict with the same stakes immediately.

The key idea is that you fold because you don't have the cards to win the conflict right now. Whether this folding postpones the conflict or just causes a redraw is solely a function of the immediate fiction; if a suitable delay can be narrated, go ahead, but if nobody can think of anything, you have to either come to an agreement or start another conflict immediately.

As for narration during folding, I go back to my old analysis of narrative priority in Dust Devils: in general all players have equal narrative power over the action (not character intent, nor backstory, which are split between different players on a permanent basis). You can only resolve action by consensus, or by declaring intent to harm - that is, conflict. Therefore, in Dust Devils narrative control always stays with the player willing to go to arms over the matter. In a folding situation the folder is conseding his right to violent solution, and therefore leaving the narration of the situation up to the opponent. This is why the guy who is not folding gets to narrate whatever is left of the situation after the folding and non-resolution of the folder's goal is narrated. The folder gets to narrate his own folding in my games mainly because he's the one who knows how long a delay he wants for the situation.

Folding is one of the key points of long-term Dust Devils play, and one of the most peculiar and characteristic features of the game. It is not very significant with a tight set-up where players will mostly want to resolve things, but it's absolutely essential for a campaign, which is where the game shines (even more so than a one-shot, IMO).
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