Forum changes: Editing of posts has been turned off until further notice.
Started by Brendan Day, February 21, 2010, 04:08:00 PM
Quote from: Excalibur on March 03, 2010, 01:43:44 PMNow an exploration of guilt assumes that there is guilt to be explored in the first place. You mention that all the characters have a motive to murder one of the other characters, but the fact that you don't have any vested interest in the characters themselves makes this a difficult proposition.
Quote from: Excalibur on March 03, 2010, 01:43:44 PMWhat makes players WANT to win? To get the chance to narrate his character killing or being killed by another?Is this enough to keep players coming back to play again?Why is it that you have removed advocacy for a character from the game? I believe it's more enjoyable if you have a vested interest in how the character interacts in the story.
Quote from: Excalibur on March 03, 2010, 01:43:44 PMI'm also interested in how many turns there are in any given game, if it's fixed or if it's dynamic. If the turns are fixed, you could consider them to be chapters in a book or scenes in a movie. Players could determine how many turns there would be beforehand or you could have hard and fast rules such as: each player has 10 turns in which to present their side of the story.