Forum changes: Editing of posts has been turned off until further notice.
Started by Epidiah, October 16, 2002, 04:35:06 PM
Quote from: Ron EdwardsJenga's been proposed on the Forge as a game mechanic - check out this thread to see what people thought. How does your design differ from the one proposed there? I'm also interested in hearing more about how actual play goes.
Quote from: wfreitagAlso, thanks for not using the name that duplicates the name of another game discussed here, because that can be confusing. Very considerate of you. If I want to refer to it in future conversation, should I just call it "Nameless" or do you want to fill in another name later?
QuoteWhy would I want to refer to it in future conversation? I think it's a good example for exploring an issue that's arisen in some recent threads like this one, concerning forms of Simulationist play in which the game mechanics don't resemble standard Simulationist rules (that is, rules based on representing in-game-world causality) but intstead represent some of the more abstract qualities of story outcomes appropriate to the setting or genre. In this case, of course, suspense. (Ron's GNS essay, while a difficult read, will explain to you, if you're curious, what we mean by such concepts as Simulationism, and why we care about them.)
QuoteHow much of the story does the GM have in mind (or on paper) in advance?
QuoteHow does the GM make sure the tower doesn't end up falling for a dramatically unimportant event (or doesn't anyone care whether this happens)? What if players are foolish and pull a lot of blocks for less important matters early on? Going in as the GM, it would seem likely that you'd already have a pretty good idea of the expected survival rate, and a lot of power to make it happen the way you anticipate. Is that true, and if so is that a good or a bad thing?
QuoteI agree with Ron; I'd love to hear about some examples of play. That would also help address some of these other GM-ing technique issues.
QuoteAm I correct in assuming that this is the "systemless" play style that you were talking about in another recent Ygg thread? If so, then we can discuss: is this systemless? It seems like a system to me. Sure, it relies on the law of gravity instead of the laws of probability, but I think it's still a system. What do others think?