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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 68 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Maps in fantasy  (Read 6376 times)

Posts: 5574

« Reply #15 on: June 01, 2001, 10:31:00 AM »


On 2001-06-01 13:35, Mike Holmes wrote:

I'd still like to see a really complicated version of this, though, and maybe I'll come up with a more Simulationist version for my own use. This goes with my new idea of incorporating altered Narrativist tools to make better Simulationist games.

Mike Holmes

I've mentioned some more on this on the GO Alyria forum.  I have a strong desire to attempt the above myself.  Combined with an interactive plot mechanic it may be possible to use the method to entirely (or nearly so) eliminate the need for a GM at all.  Be happy to compare notes on it.

Blake Hutchins

Posts: 614

« Reply #16 on: June 19, 2001, 12:30:00 PM »

My quick two cents.

Ron's distinction between writing stories and creating stories provides a watershed for me. When gaming, I create a general map to provide the players with a sense of context. A game map also adds to flavor, in my opinion. When writing otherworld fantasy, I create a crude, working map to remind me where locations are relative to each other, but I never rely on a map to tell my story or describe my world.

I like the idea of fill-in mapping. The variable point cost sounds interesting, though I'd probably use the Story Engine's approach and not bother with assigning special costs -- unless (in Story Engine terms) the player wanted to assign descriptors to a location.


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