IAWA shocks!
Troels:
A consideration that may be important:
If your players are looking for the same jollies in IaWA that they would be looking for in D&D (or whatever), they might be disappointed. So it could be important to "sell" them the jollies that are actually to be found in IaWA, namely good lurid S&S story (now) and hard conflict with your friends. For instance, I had a player pretty much put off because he came looking for the warm mushy feeling of team play against common adversity. That is a perfectly legitimate jolly, IaWA is just the wrong place to look for it.
Lars M. Nielsen:
Good point, Troels.
Valvorik:
Quote from: Lars M. Nielsen on January 22, 2008, 12:17:08 AM
Valvorik, you mention social conflict. But as far as I can see, there isn't any in IAWA, right? No throwing dice for just talking, the rules say.
See examples on page 12, examples of actions unopposed and happening and others opposed with dice to be rolled to determine outecomes. The first example is how words are used, in what is a conflict over whether those words incite passions. That's the sort of thing I meant as "social" not just "combat".
I read "just talking" to be no dice as meaning "talking with just arguments, ideas floating around". Sometimes words are sharper and talking is an action. I think going out in the public square and denouncing so and so as a traitor to all could be unopposed or someone could oppose it narrating their rebuke of your false accusation etc. and the dice are about what comes of your haranguing each other in the square, before the mob. If the two characters were just in a room arguing with each other, that's not much to throw dice over until someone pulls a knife. To me the essence of "social" conflict is that it affects standing, relationships, image, investor confidence etc. and those are likely actions that someone will very much want to interfere with and bring out dice over.
Somewhat off topic, I find it intellectually interesting as violent conflict tends to be "about the character from the skin and inwards" (is their heart pierced) while social conflict is about the character "as they are outside their skin" ~ and really so much of what we want in life, seek out, crave (rightly or not) is in the second category.
Rob
Lars M. Nielsen:
Valvorik, I was just about to write a post about how I was confused, and then it sort of clicked. Neat :)
Nathaniel:
When I told my friends about me running IaWA, the thing they didn't like was not having their "own character." I explained about the owe list, the mechanisms related to bringing characters back and so on. They thought it was cool.
One problem they had though, was waiting until a character that really grabs them shows up. You know, when you see a certain oracle result and you think "yeah! and that's the type of character who can show up again and again and be cool." In a given chapter, only one or two of the four players found an character in the oracle they really would like to see as a recurring character. One of them did grab onto a character that became a recurring villian. It took 3 chapters until everyone had adopted a "pet" character they were trying to bring back into play.
It could be the players pretty much only ever play D&D3.5 and BRP Call of Cthulhu though, as I don't think the rules themselves necessarily encourage having a "pet" character that you always try to bring back in. Could just be a coping mechanism from the "shock" that will diminish as we get more experience teasing interesting characters out of the oracles.
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