[Capes] Gamism and Narrativism

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Joel P. Shempert:
OK, incomplete reward cycle. I can buy that, Alan, you make a strong case. Everything you"re talking about makes sense in that context, and I can certainly see the next "issue" being all about Doctor Steel and his familial rift. That's a definite hazard of a con game--it may not be possible to get in a complete cycle if Situation is paced out for a swath of scenes. I'd submit that in such an environment if you want something addressed, you gotta put it out, and NOW. There ain't gonna be a later.

I have had some success with two-scene Capes sessions though, where the first establishes the cast and relationships and sets up the simmering conflicts (usually with a lot of civilian-identity characters), then the second is a titanic battle with the heroes and villains to resolve anything. But it requires a wee bit more timeframe than we had at Go Play.



Y'know, I'd love to see a check-in from the earlier posters in the thread with their take on the conversation.

Peace,
-Joel

PS  I'd like to point out that I wasn't claiming any CA by "default." In fact I wasn't talking about a functioning Creative Agenda at all--I was positing that a CA failed to congeal because your priorities were Right to Dream and others' were Story Now. Your proposal of "Story Now, but incomplete reward cycle" is an acceptable alternate theory though.

Jasper Flick:
Incomplete reward cycles make a lot of sense. I guess a Gamist reward cycle is able to be achieved the soonest and easiest. If you shoot for it instantly and win the first conflict, you have completed a small cycle already. If you lost it after putting up a good fight, you now got story tokens, so then you have a reward too. There's no time required to get up to speed, you can jump in full throttle from the get go.

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