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Started by Ron Edwards, June 29, 2006, 10:31:35 AM
QuoteAnyway, that's as far as we got with this session. Dan provided an interesting observation, that in this adventure, finding treasure just wasn't a big deal. Although his early D&D experiences peeked through occasionally, he made a kind of personal shift from search-and-loot to why-we-fight, and noted it when it happened.
Quote from: Ron Edwards on June 29, 2006, 10:31:35 AMAt present, I'd like to open up the discussion to questions about our game, especially in Big Model terms. In fact, I'd like to invite people who are relatively new to the Forge to check out the first couple of pages of The Provisional Glossary and to practice the terminology via questions about this game, if they'd like.
Quote from: Ron Edwards on June 29, 2006, 10:31:35 AMI enjoyed using in-game time for urgency and effect, but not as much as I might have in the past. Lord Khoros could delay Lady Khoros' funeral only a little bit, according to the laws of the land, and that meant if the party wanted to defeat Garfauld before the funeral, they'd be arriving at the ruins at nightfall. This had absolutely no mechanics-based effect, but the players reacted with great trepidation. It's interesting - years ago, I considered it the height of GMing skill to induce emotion in the players, this or any other, but now, I get a lot less pleasure out of it. I would have been a lot happier with a general consensus that "night = scary = great Color," and not have it be considered otherwise beyond minor tactics.
Quote1) You seem pretty strongly insistent that you aren't drifting the game strongly. While we can quibble about the details of this, I can see pretty strongly that you aren't doing a lot to drift it into a Narrativist direction. Given that the game system isn't giving you a ton of support for your creative agenda, what tools to you use to help you with your Creative Agenda? Were there any times when you wished that you had more systematic support for your Creative Agenda? Were there qualitative differences in experience between playing this D&D and playing with a game where Narrativist goals are openly supported by the system, such as Shadow of Yesterday or Trollbabe?
Quote2) Likewise, you're dealing with two players who don't have a strong attachment to any style of role-playing other than some distant memories and media-given images. In terms of CA especially, how was the experience of playing with these folks different than playing with, say, the Hyde Park group, where you seem to have a pretty strong grasp on your shared creative agenda?
Quote3) Okay, so this one's actually social contract level, so it's personal and feel free to blow me off. I know from meeting y'all that you're pretty close with the neighbors in question. I'm curious what specific effect role-playing -- either in terms of the activity itself or because it's "your thing" in a concrete way -- has had on your friendships as opposed to, say, watching Star Trek or some of the other things you've done together. Including "it's exactly the same" in the scope of possible answers.
Quote from: Ron Edwards on June 29, 2006, 10:31:35 AMI enjoyed using in-game time for urgency and effect, but not as much as I might have in the past. . .It's interesting - years ago, I considered it the height of GMing skill to induce emotion in the players, this or any other, but now, I get a lot less pleasure out of it. I would have been a lot happier with a general consensus that "night = scary = great Color," and not have it be considered otherwise beyond minor tactics.
Quote from: Ron Edwards on June 29, 2006, 10:31:35 AMWhat Garfauld wanted, basically, was to corrupt either of his grandchildren to his worship of Nerull. So he attacked the one who got closest, then tried to tempt the other to kill that one. As far as Narrativist choices go, this one wasn't meant to be very compelling - note, for instance, that's why it was presented to NPCs, not to the characters. It was context for the fight ... back-story, nothing more.
Quote from: Ron Edwards on June 29, 2006, 03:52:10 PMColor is a "multiplier" through the algebraic equation of the other four components
Quote from: Ron Edwards on June 29, 2006, 04:25:59 PMOr a better way to put it is, the Premise being addressed by our play in this game was not "fight and destroy Garfauld," in part because that's not a Premise in the first place, but even as any imaginable equivalent. So this fight was best understood as a step or piece of a series of decisions and scene-outcomes, not a goal. In many ways, it was only a showdown from the point of view of the characters (which we enjoyed immensely as the players, yes), and not so much a crunch here-it-comes showdown moment for us as people. I'd say that aspect of addressing Premise pretty much peaked at Beezah's death and the aftermath.
QuoteOh yes, one another images-during-game point. I simply put the whole map out in front of all us as soon as they entered the dungeon. No one had any issue with "knowing what the next room looked like," and all decisions during play were made perfectly in accord with characters not knowing. I didn't have to mention a word about that, and in fact, I didn't mind if player-knowledge snuck in there in any way, as long as it was internally consistent as well. But as it turned out, there was absolutely no issue with any of that at all.
QuoteI kept my notes on my lap in front of me, or on a side table. We were sitting on my porch, so there wasn't a central table. The map was put on a little table (TV-tray type thing) in the middle. I didn't try to hide my notes and they didn't show any interest in looking at them.