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Started by lumpley, January 05, 2003, 11:45:44 AM
Quote"He thinks those photos can still ruin my political career, but he's not blackmailing another red cent out of me!"
Quote from: lumpleySo backstory, whatever. The backstory'll take care of itself, that's what I think. My concern is: in the Character Creation process, how do we make sure that neither the character nor the blackmailer will shrug and back off? How do we make sure that neither can easily make the other go away? How do we make sure that the blackmail story rises naturally into seduction, betrayal, brutality and murder, instead of piddling itself away?
Quote from: PaganiniMake it so that the mechanics reward players who stick to the theme. In story terms, the results may be very bad for the character, but in game terms some sort of reward is recieved for doing it. Rewards could take the form of currency, or of narration power. I kind of like the idea that the player only gets to narrate when dealing with the character's core conflict.
Quote from: lumpleyMy concern is: in the Character Creation process, how do we make sure that neither the character nor the blackmailer will shrug and back off?
Quote from: lumpleyHow do we make sure that neither can easily make the other go away? How do we make sure that the blackmail story rises naturally into seduction, betrayal, brutality and murder, instead of piddling itself away?
QuoteIn our Ars Magica game we did it by instinct.
Quote from: paganiniActually deciding on mechanics might be a bit premature, though. Before we talk about how to keep characters from backing out of conflicts, it might be a good idea to decide how conflicts will be represented in the game, how they're created, how many each character can have, and so on.
Quote from: lumpleyI believe it's possible. We played our Ars Magica game without resolution mechanics or reward mechanics at all, on the strength of the characters and our casual, social, what happens happens system alone. Whether it's easy or hard or convenient or fun or desirable are all part of what I want to figure out.
Quote from: lumpleyI just want to theorize, to get a grip on character creation mechanics, because I don't really have a firm one. I'm not (yet) trying to actually design a game.
Quote Scientist: "How'd you meet your wife?" Interviewer: "I was a bartender in college and she was a waitresss, that's how we met." S: "So how'd you get the job?" I: "The bar needed to get rid of their empty bottles to make room for the new ones and the guy who normally did it didn't show up for some reason. So this guy came walking down the hall of the dorm asking if anyone wanted to make a few bucks hauling bottles away. I said yes and eventually worked my way up to bartender." S: "Got any kids?" I: "Yeah, two." S: "OK, so your children and your marriage exist solely because of a pile of empty beer bottles and a guy who happened to be walking down a hallway when you were around." I: "Uh...I don't think I'll tell them that."
Quote Player A: "I'm gonna fight this guy in a duel" GM: "Why duel him?" A: "He killed my wife." GM: "Why?" A: "It was an accident, he was looking to kidnap her but it went wrong." GM: "Why?" A: "I stole his best horse and he wanted something to hold over me." GM: "Why?" etc.
QuoteNorm Passion Movement Opposition