Forum changes: Editing of posts has been turned off until further notice.
Started by Victor Gijsbers, February 06, 2005, 05:06:41 PM
Quote from: Ron EdwardsFigure that the orcs feel exactly the same way about hunting and eating animals. Killing or harming a person or Otherkind is considered a totally different and unrelated act.
QuoteI am thinking about letting each player answer this question: What can you find in the World that you cannot find in Elsewhere? Beauty; Passion; Love; Excitement; Freedom; Individuality - you name it; I'll abbreviate it with `WnotE'. This would accomplish several things. A. It would help to define Elsewhere (in a purely negative manner). B. It explains why the character is staying in the World - he is not ready to leave WnotE behind forever. C. It suggests a personalised approach to numenous items. The numenous items that a character tries to bring to elsewhere are those that somehow represent WnotE. This explains why he values those items. D. Perhaps, and now I might be stretching things too far, loss of the Connection to Life mean loss (in some way) of the ability to value WnotE. Does this sound like a workable idea?
QuoteIf I think about it long, the mechanics don't really seem to make sense at this point: the choice of dice-allocation is a choice of balancing three things which are important to the character (his success; his health; the life of others), and one meta-game concern (the right to narrate). These things are so _different_! What happens to the game when you take narration out of this four-some, and let the players roll it apart? Yet another possibility is that instead of designating who narrates, the narration die designates who gets to choose who narrates.
Quote from: ValamirQuoteIf you think of the dice as "what do I the player want to happen to my character" as opposed to "what would the character (if it were real) want to have happen" your above concern goes away completely.I am not sure that it does. Indeed, I don't think I agree with your equation of meta-game mechanics with player concerns, and of game mechanics with character concerns. (If that is established usage, I apologise for using these terms confusingly.) Rather, the three non-narration dice set direct constraints on the elements that will enter the SIS, whereas the narration die does not such thing; it rather sets constraints on the way in which things enter the SIS. So I am tempted to think that the narration-die is the odd one out, quite apart from how much I distance myself from my character. (Which is generally pretty far; I rarely employ actor stance.)
QuoteIf you think of the dice as "what do I the player want to happen to my character" as opposed to "what would the character (if it were real) want to have happen" your above concern goes away completely.