Forum changes: Editing of posts has been turned off until further notice.
Started by Ron Edwards, September 28, 2005, 11:38:15 PM
QuoteI like your use of rat as metaphor ... I thought it was weak at first, then changed my mind. "Rat" indicates a gnawing hunger that will feed on itself at its most extreme; the rat's teeth can gnaw through anything, even time. Power through need and self-immolation ... I absolutely love the concept that the character hates his life, but if he changes it too much, he loses his hate - which by now is central to his identity! Can a person motivated by hate act to make himself happy? Nasty question, and far too close to my own heart in real life.
QuoteFor character creation, I think web construction needs a stricter protocol. I realize it "could" work in various ways, but providing absolute guidelines (6 Hates, 2 or 3 to be connected to someone else's, for instance) makes getting real play off the ground really fast - a definite virtue in this game, which in some ways makes me think "Sorcerer on meth."
QuoteI'm a little bit puzzled about whether you carry out any role-playing in non-traveling-time game time ... Anyway, here's what I want to know - we role-played out all the stuff for the time-traveling and changing the past. All set with that.
QuoteHow do we do that (roleplaying in the present)? Or is it right there in basic resolution and I'm being dumb?
Quote from: Ron Edwards on September 28, 2005, 11:38:15 PMwe gotta get tons of actual play in, to find and establish standards for the scope of affecting the past and articulating it to the reader. Based on the report so far, the key seems to be to stay small per stated change, affecting aspects of existing things before fully eliminating or transforming them. This gives the GM the opportunity (or responsibility, really) to extend those small changes into major scenario/situation, even setting shifts via the Butterfly effect. But this game is going to live or die by its examples...