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Started by Frank T, July 28, 2006, 05:30:10 PM
Quote from: Frank T on July 28, 2006, 05:30:10 PMWe did some talk in advance, and Ron stressed some points about the game, like the none-existence of demons in the game world, and the importance of kickers. Then Ron framed a double scene in which Georgios was being attacked by his rival's bat-like demon and I had to fight a challenger. We had lots of dice and little pieces of paper on the table, and Ron used the dice to determine when to cut from one scene to the other. It was pretty cool.
Quotethus true law was just struggling into existence
Quote from: Ron Edwards on July 31, 2006, 04:34:21 PMSimply, you run two conflicts simultaneously. Everyone rolls at once, just as in the rules, and you go in order of the rolls, just as in the rules.If you think about it, you can do this with nearly any game. Characters X and Y are fighting the goblins over here, and characters Z and Q are fighting the evil guy with the hat over there. (Imagine a typical 80s game) Roll initiative for everyone, proceed in order, handle defenses and reactive actions as per the system. It's easy as pie.I didn't invent this technique or use it much before Sorcerer was published. But the more I played Sorcerer, the more the technique seemed to fit in naturally and easily, without stress and with maximum payoff.
QuoteBut you were going to say a bit about your GM'ing decisions, how and why they were made.
Quote from: Ron Edwards on August 02, 2006, 10:20:26 AMAnd here, at this moment of realization, I found that maximal, even loving back-story prep was consistent with "Story Now." One merely has to distinguish between back-story and here-we-are-this-minute story, and let the latter be what it is, when we get there, and use a system that makes what happens, really happen.