Forum changes: Editing of posts has been turned off until further notice.
Started by Frank T, November 03, 2005, 11:15:50 AM
Quote from: Sydney Freedberg on November 03, 2005, 03:07:15 PMThis approach sounds completely logical in the abstract, but it's also what's warned against in every concrete Actual Play-based discussion I've seen here whose moral is "you can't sneak up on Creative Agenda." I suspect it may be harder to make subtle changes in a relatively familiar system than to make drastic, obvious changes in a blatantly different system. It's like the difference between (a) trying to quit smoking by smoking one less cigarette a day until you're down to nothing -- easier to start, hard to finish -- and (b) trying to quit smoking by throwing out every pack in the house. It can be helpful to put a big, glaring barrier up that says "We are doing something different now!" It's possible to interpret Sorcerer as just another traditional RPG (hey, I did, the first time I read it); it's impossible to make that mistake with Capes or Universalis.
Quote from: Halzebier on November 04, 2005, 09:58:53 AM3. I'll be frank: Scrap the plan of dramatically tearing sheets. It's condescending and builds high, but diffuse expectations. This is not helpful at all. Show, don't tell (i.e. just start playing).