fiction-based rule use (one fun option)
Callan S.:
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I'm picking this because I think it's a good example of a situation in which all of the RPGs you and I have played have left us to make this decision without reference to currency. I'd love to see what the alternative might look like.
Well, I've described an alternative - one where scene framing is optional at any point and yet gameplay continues towards session end (or even campaign end), rather than scene framing being crucial for any gameplay to advance at all. I'm not trying to give some sort of definate instructions for scene framing - my approach is to ensure that the game, as in the physical boardgame like element, continues to tic along instead of freezing until a scene is made up. So I've made scenes optional. I'm imagining people would do scenes because they are inclined to and one has occured to them as they continue to play the game - not because they need to think of a scene in order for the game to continue.
So I agree that games have left me or GM's I've played with without much idea as to what to do next/what scene to do next in order to keep playing. The way around that I decided on was to make scenes optional. Scenes will either come to you or wont, and either is okay. Be creative when it just comes to you, rather than because half the group is sitting bored and it's 'be creative now!!!' time.
David Berg:
Quote from: Callan S. on October 21, 2010, 03:44:24 PM
Well, I've described an alternative - one where scene framing is optional at any point and yet gameplay continues towards session end (or even campaign end), rather than scene framing being crucial for any gameplay to advance at all.
Maybe I missed that. Which idea are you referring to here?
If it's the one where you get 120 minutes of real time, I thought we agreed that that would need to be developed further before fiction/currency synergy was achieved. Maybe if you could invoke mechanics to slow down/speed up/pause the clock...
Quote from: Callan S. on October 21, 2010, 03:44:24 PM
I'm not trying to give some sort of definate instructions for scene framing - my approach is to ensure that the game, as in the physical boardgame like element, continues to tic along instead of freezing until a scene is made up.
Gotcha. Sounds like a sensible approach. Should I infer that you're not interested in trying to give definite instructions for scene framing?
Callan S.:
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If it's the one where you get 120 minutes of real time, I thought we agreed that that would need to be developed further before fiction/currency synergy was achieved. Maybe if you could invoke mechanics to slow down/speed up/pause the clock...
Well, it already changes the fiction - compare a totally freeform session and a freeform session but with this 120 minutes of time on it. The fiction will be different for the mechanics - if at the very least the latters fiction cuts off after 120 minutes! Though I'm sure the fiction would change more in a way that tries to fit within the window.
I might have given the wrong impression - it doesn't need to be developed further, so much as adding more fiction/currency mechanics is the way the author would get at something that they felt other games had not gotten at. Right now it's like a pizza base without any topics (not even sauce yet!). Though edible all the same.
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Gotcha. Sounds like a sensible approach. Should I infer that you're not interested in trying to give definite instructions for scene framing?
Well, what I've done is either a scene comes organically or if it doesn't, that's fine, the game goes on at a mechanical level. So, for me and my purposes, I'm not interested in trying to give definite instructions. If you want to start a thread in first thoughts on it, I'll read it and try and figure something out for your purposes - though (and strangely on topic) I obviously can't guarantee I'll have an inspiration on the matter. But I'll give it a try!
David Berg:
Cool, here's a stab at it, partly inspired by your "see a church" example.
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