Forum changes: Editing of posts has been turned off until further notice.
Started by clehrich, February 12, 2003, 10:45:49 AM
QuoteWhat I'm saying is, expect your voting system to provoke Narrativist play.
Quote from: Paul CzegeOutside the context of explicit guidelines about what a "best scene" might be, people are going to rely on their instincts to inform their voting, the same instincts responsible for whether they even pay attention to the scene at all. Dramatic, emotionally resonant, Narrativist play will capture votes at the expense of otherwise well executed Gamist or Simulationist play.
QuoteMy observation was that it tended to make players compete more for spotlight time, and emphasized many of the more obvious acting bits like doing accents or mannerisms.
QuoteI think that what C has is a really interesting transitional reward system.
QuoteThe problem becomes incoherecy amongst players. If three are playing Sim, and another want's to play Gamist, then that player isn't going to ever get rewarded, and feel left out. This will teach him to play the way the other players play, certainly, but may make him unhappy in doing so. Which may cause a player to drop out. I can't decide if this is a bug or a flaw.
QuoteOne option if you do consider going with the voting system is to save the final vote to the end of the session, but give each player a set of chips with their initials, perhaps with different colors to represent best scene, action, and player, and as someone does something cool, people put their chip over to that person, with the right to move them if someone else does something better. What it causes is for folks to actively look and see "who's got the most chips?" and try to out do whatever that person last did.
QuoteI'm a little puzzled about the goal of your proposed approach - is it to smooth out existing hassles about goals of play? Is it to reflect an already-existing set of goals in the absence of an EP/skill-increase system? Is it to accomodate a variety of goals at once? Or ...?