Forum changes: Editing of posts has been turned off until further notice.
Started by Emily Care, August 30, 2007, 05:50:08 PM
Quote from: Emily Care on August 30, 2007, 06:46:18 PMHow did we collaborate? We had no set rules for how things got decided to have happened. It was just free-form. I remember it feeling pretty good, but is that really sustainable? The other major issue I have with the game is talking about it afterwards: since we used real people it feels like a betrayal of privacy, in some ways to just write this up. Notice I didn't give the names of any of the characters. I wish we'd noted the place on the board the scenes took place in, that would have made it easier to remember what happened.
QuoteEm, I think expecting the game to be sustainable -- when we just pulled it together in 15 minutes from pieces of a completely different project -- is not really fair.
Quote from: Emily Care on September 02, 2007, 12:33:55 PMI want to offer a game to someone else to play that will help them press someone else's character on their shit like Judd does at the table. That helps someone see the way to hook into someone's character's weak spots, like Vincent does.
QuoteTown Creation happens as normal, since it's already structured freeform, basically. You create descriptions for townsfolk, but you don't really have stats or traits or assign dice to anything. Same goes for the Dogs...
QuoteNow, I realize that you're interested in also modeling structures that are present mainly in individual or group play styles and not explicitly in the mechanics of Forge-style indie games. I think that's totally awesome and very possible too, but it's just easier for me to reach for a familiar example in this case.