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Started by Paul S, June 17, 2006, 03:11:45 PM
Quote from: Graham Walmsley on June 20, 2006, 02:45:47 PMHave you seen Capes? That's a storytelling game with a lot of competitiveness in it. But the competiveness doesn't involve blocking, in the sense that one player says "I want to X to happen" and the next player says "Well, I don't want that to happen, I want Y to happen". It's all about establishing goals and fighting for control over those goals. It's very effective.You might also look at Falling Leaves, especially the Seven Breaths. I can imagine the GMs in your game behaving like that: one says "I want X to happen" and the other GM says "Well, OK, but only if Y happens too".Graham
Quote from: Jason Morningstar on June 20, 2006, 03:13:57 PMI should point out in a tiny voice that blocking, per se, isn't always a bad move in improv. Just a dangerous one. To see two players who really know and trust each other use it skillfully is a thing of beauty. Can you tell I just read Mick Napier's book?
Quote from: Zach Walton on June 21, 2006, 01:02:41 AMhow could I mechanically enable positive blocking when this game would be played at a convention amongst complete strangers?
Quote from: Jason Morningstar on June 21, 2006, 01:19:49 PMB had to trust that A would roll with it and lead into a cool scene. A had to trust that B knew what she was doing. I could do this with the guys I game with every week, but strangers? In improv terms it is a "group mind" thing, which you can't achieve with random convention guy. It's hard enough to achieve with scene partners you work with all the time.