Forum changes: Editing of posts has been turned off until further notice.
Started by Alan, November 06, 2002, 06:05:30 PM
Quote from: AlanAndrew,Your original post on Space Odessey actually inspired this whole line of thinking. I was also reading InSpectres and I thought the same techniques could create a Star Trek rpg. I did some work on this. I've posted it in the Memento Mori Forum under <a href = "http://www.indie-rpgs.com/forum/viewtopic.php?p=40826#40826" >Space Trek </a>.- Alan
Quote from: Mike HolmesVery simple. You are confounding Director Stance empowerment with Narrativism. Note how Sorcerer has none of this sort of stuff, and is still Narrativist. What these games have, and your's does not, is some way to focus attention on the Premise. Mike
QuoteTo make it narrativist you would have to inject some kind of Theme like, Do you have a duty to a Human Society that you never see. Where the crux would be does the character act carefully and prudently to safeguard human societies interests in these things, or does he do what's good for him.
QuoteToo easy, possibly not pertinent to the setting/situation, but just to get the juices flowing, how about, "What does it mean to be human?"
Quote from: tony188I'm confused because doesn't exploring moral choices through playing a character represent sim play? Even though the exploration is confined to moral issues its still the player enjoying the opportunity to simulate being a space trader in a difficult moral situation right?So am I right in saying that playing a premise with "What does it mean to be human" is just as sim as "What does it feel like to pilot a ship through asteroids"?