Forum changes: Editing of posts has been turned off until further notice.
Started by Ola J., September 10, 2003, 07:48:44 PM
Quote from: Ola J. Are Minions allowed to do things like Overtures between being issued (and failing to resist) a command and trying to complete it? Or I should I frame directly to the scene where the Villainy/Violence is due to be committed when that players turn come around again?
QuoteCan a player gain any bonus dice in a Violence scene? (I ruled no during the game, as it seemed to me that Intimacy was incompatible with killing - although that seems very wrong to me now that I think about it. It's really scarily compatible, isn't it?)
QuoteVillainy is very easy to succeed at compared to Violence. Why? Violence seems a lot more desireable in terms of intensity to me.
QuoteOh, and how aggressive is "aggressive scene framing" really supposed to be? I've read a couple of things about it here, but if there are any threads or articles that explore it in more detail I'd be very happy to get a pointer.
Quote from: Ola J.Thanks, Mike and Bryant; that clears up a few things for me, especially the framing bit. I guess I didn't do a too good job there, but this also had something to do with my players (especially Stein V.) fighting the de-protagonism (uh, I have no idea if I spelled that word correctly) that MLwM implies, both in the relative weakness of the minions and in the scene-framing bit. In the beginning, he was using more "gamist"* approach to the scenes, wanting to know tactical information, describing his preparations etc. I stopped the game a couple of times to try to explain the more "narrativist"* appraoch we had to take, and after a while that worked out pretty well.
Quote from: ValamirOk, I'm sure Paul, if he's read this, is pulling his hair out right now. MLWM has zero....ZEROOOOOO deprotagonizing elements. Being a protagonist does not mean being the most powerful character in the story, ergo "percieved weakness" is not a matter of protagonization. Nor does "being able to do absolutely anything I want" have anything to do with protagonism.Protagonism means that the choices you make as a player for your character have meaningful impact on the themes of the story.Far from being "deprotagonizing" MLWM is one of the most powerful protanist ENHANCING games yet created...precisely because the ONLY choices a player can make for his character are those that have profound thematic impact.The game doesn't limit player options willy nilly, it carefully prunes out all of the choices a player might make that are utterly irrelevant to the point of play.
Quote from: BryantIs is possible that the game as presented may encourage a certain tendency towards deprotagonization? Note that two groups have experienced that problem independently.