In which we head out into the Sorcerer's Solar System

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David Berg:
Judd,

It's tough for me to tell whether this play style really isn't something my buddies would ever like, or whether there's just a period of transition that I might be able to help smooth over.  We only have so many RPG opportunities, so no one wants to play something un-fun... so the more I can pitch how it might be fun, the better the chance they'll give it a shot.  But yeah, I see how gearing up for "my turn" is way less functional than digging "your turn" for its own sake.

Ron,

Cool, thanks for the backstory.  I suspect I may be employing a lot of the same writing habits that you had to weed out of your early drafts.  In my head, I wasn't actually thinking, "GM Judd decides if Player Bret's contribution is permissible," I was more thinking that the guy who bought the book and is teaching the game to a noob* is trying to impart some Story Now mindset.

(I'm used to doing this for most games I introduce; I'm not claiming that it's inherently an issue for Sorcerer.)

Anyway, I totally hear you: if I was sitting down to play Sorcerer, as either player or GM, I wouldn't want any anticipatory content-wrangling either.

Ps,
-Dave

* noob to Sorcerer, but perhaps veteran of AD&D2 / Call of Cthulhu / Marvel Superheroes

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