Forum changes: Editing of posts has been turned off until further notice.
Started by James_Nostack, June 20, 2007, 06:13:36 PM
QuoteThat being said I do realize that much of what is talked about in those threads is focused on Ron explaining Story Now play in general. I do think it might be possible to revise the core text to be a little clearer on the actual mechanics. As it stands I'd clean up the intro text introducing the game and making the whole "demon's don't exist" thing more explicit (imagine my shock when I discovered that it's actually already there). I'd clean up the demon powers so as not to refer to specifics like "feet" and so forth and add a more general dicussion of how abilities are powered and limited by a Demon's Power Score. I'd integrate the material from Chapter 7 of Sorcerer & Sword in with Chapter 4 as well as the Crosses & Weaves, etc material from Sex & Sorcery. I'd re-write the conflict resolution section to make a strong line between simple vs. complex conflict (and avoid the notion of "combat") perhaps introducing Oppositional and Orthogonal conflicts explicitly. I'd add in the dice diagram material from Sex & Sorcery here as well. I'd add in a reduced discussion of "Defining Humanity" and it's impact from Sorcerer & Soul. The last thing I would do is more strongly emphasize currency (which is where I think the 'quantum' nature of the game really lies) and how the currency takes on different "meaning" at different times.
Quote from: Ron EdwardsSorcerer, like all rules-texts of any kind, is a teaching text. However, its intended audience was very narrow: . . . people like myself circa 1994 or so. . . . Write what you know to an audience which (a) exists and (b) can understand you. When I wrote Sorcerer, neither (a) nor (b) applied in my mind.
Quote from: Ralph Mazzait comes down to two different philosophies for writing game text.Me, I want to make the text as clear as I can and walk players through it very carefully so when they're done they'll know exactly how to play and where to look for all of the nuances.Ron, being an educator, believes that the best way for people to learn is for them to figure out the answers for themselves. So he provides only the few tantalizing hints, subtle implications, and topics for further thought and allows the player to do their own home work.[SNIP!]Personally, I think he's wrong. And if I were his line editor I'd take his text and rewrite the hell out of it. Which, of course, is the key advantage of being indie. He doesn't have a line editor mucking around in his game and can write it exactly the way he wants and tell me to Fuck Off.
Quote from: Ron EdwardsI'm after people who want to role-play Narrativist and who can't see how to do it in the context of gamer culture and existing rules-sets. Most of those folks read the book with no trouble at all; these are the folks who send me enthusiastic emails but never participate here or at RPG.net. Why should they? They're just playing.[SNIP!]Nah. You need someone else [to write a Narrativist-pushing game for "gamers"]. I'm too underground, too rude, and too dope-slap oriented. It still astounds me that the game has any attractive value to anyone who's fairly well-entrenched in gamer culture. Why or how that is, is beyond me. I wouldn't even know what aspects of the current book to preserve and emphasize.
Quotefrom a consumer's standpoint, it seems like Sorcerer has a very high "cost"
Quote from: Ron Edwards on June 28, 2007, 01:49:11 PMThe aging prof in his early 40s, contemplating things like fatherhood and job-threatening political activism, is not the Ph.D. candidate who needed to write, play, and publish Sorcerer over ten years ago. I'm that man now, and the work I want and need to produce isn't Sorcerer....But I don't need - and quite possibly am incapable of - writing a text for it again.
Quote from: AlanWhile I feel the effort has been worth it, I also think I could have absorbed the game a lot sooner had the text been presented differently. I must acknowledge that at the time the text was written, the distinctions and concepts necessary for the kind of presentation I'm looking for had not yet been developed. I do not want recompense for past effort; I am projecting my experience to people like me who might buy it in future and wondering "why should they pay that cost when it's no longer necessary?"
Quote from: Ron Edwards[A] given work, to me, exists in a given place and time. . . . I'm 42 now. My gaming history is different, resting on over ten years of joyous, continuous, highly social play with dozens and even hundreds of people, and almost as many games. My desired audiences for my work are different, and my creative ambitions are different. . . . [T]he work I want and need to produce isn't Sorcerer.