*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
July 28, 2014, 02:24:41 AM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
46709 Posts in 5588 Topics by 13297 Members Latest Member: - Shane786 Most online today: 30 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
Pages: 1 [2]
Print
Author Topic: [dogs] The nature of Traits? (n00b GM flounders a bit)  (Read 3080 times)
David Artman
Member

Posts: 606

Designer & Producer


WWW
« Reply #15 on: February 01, 2008, 09:41:41 AM »

I hear ya on the See-Raise thing. We've recently come to realize that we (or I at least) load WAY too much into Sees. I have decided that this is a good thing (*pats self on back because self is so damned creative and fired up*) but I have to try to save my statements and dole them out slower.

I think this comes about from using dialog a lot to invoke Traits (rather than, say, using visuals or internal monologues or whatever), and so I end up rambling on a bit to grab up dice and roll them... then I realize, "Damn, I don't really have a good Raise now, I shot my wad on the Invokes and See."

So now I'm going to make a point in our next session of going a bit more granular: letting my Invokes generate dice, then pushing forward a See on the weight of the Invokes alone (piggybacking, so to speak) so that I can then make my zigging Raise (which was formerly the trailing end of a ranting See).
Logged

Designer - GLASS, Icehouse Games
Editor - Perfect, Passages
Pages: 1 [2]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.16 | SMF © 2011, Simple Machines
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!