Forum changes: Editing of posts has been turned off until further notice.
Started by Tim Alexander, September 25, 2003, 03:00:24 PM
Quote from: Ron EdwardsBy contrast, and equally positively, the other player, at one point, performed the opposite act - I'd had two thugs grab him in a certain way, and he wanted them to have grabbed him in another way, so that the moves he had in mind could be executed. He asked; I said yes.
QuoteI wouldn't like to fall into the trap of saying "early ontogeny represents purity," but in this case, I'm tending that way. In other words, these two fellows were awesome role-players, up to and including defining their apparent preference of the moment (Narrativism) without overt push from me in that direction ... and I very strongly suspect it's because they were not veterans of role-playing games commonly experienced as "introductions."
QuoteI do think your style encourages Narrativism, while not forcing it, in spite of this seeming to be an overall poor example given some of the constraints. I wonder how much of their play is a reflection of that encouragement, versus a natural inclination.
QuoteHowever, in this game, I stopped myself from the kinds of encouraging techniques I use when people play Trollbabe, Sorcerer, or The Riddle of Steel for the first time (to name a few games I demo a lot).
QuoteSo it's Gian's roll ... and it's a 20, the single fumble in the session. Fumbles in Haven are no joke; you screw the pooch. So I suggested that the outcome is the big "pass in the night" moment for the story/movie, in that we know the characters could have teamed up and maybe brought some rough justice to the world, but they just rebound and head off to different fates.
Quote from: Ron EdwardsThe players' stated role is (and I am not exaggerating) to feel anxiety for the fates of their characters.
QuoteRegarding the setting/system and that crucial roll, I'm not sure whether I would have said "Roll!" earlier or later in another game. In some games, there's a lot of post-roll adjustments that can factor in, such as Hero Points in HeroQuest. In others, there's a lot of pre-roll adjustments that role-playing can bring in, like the bonus dice in Sorcerer. So it's hard to say.
Quote from: Ron EdwardsI think, on reflection, it was mostly a time-frame thing.
QuoteYou might be interested to know that my suggested interpretation of the rolls was a function of their content: failure and a fumble. If it had been merely two failures, the most logical outcome might have been an immediate gunfight ...