Started by Rush Wright, October 29, 2010, 07:25:49 PM
Quote from: Ron Edwards on November 14, 2010, 09:25:13 PMSo Shadows' resolution system taken in pure isolation doesn't facilitate Narrativist play, I mean, not in the sense that "I get to say what happens, so that must be Narrativism." The question is what the system connects with in terms of characters, situations, and choices.
Quote from: Ron Edwards on November 14, 2010, 09:25:13 PMIn that context, yeah, a Narrativist agenda is quite likely to emerge. The character is split between being "good" and "misbehaving," and the player is actually split into narrating those interests or preferences in situations described by the GM. So in a way, the Shadow winning is kind of a revealing guilty pleasure, or can be. The game raises the question of whether it's really good to be a goody two-shoes, and maybe investigates the question, is life a bit more livable - and certainly more recognizable - when the Shadow gets to play once in a while? Then the real question arises, well, how much?
Quote from: Ron Edwards on November 14, 2010, 09:25:13 PMWhat interests me especially is how the Shadows were so malevolent - they didn't want the kids to get in trouble, they shattered their lives and ultimately attacked them. I would really like to know which events were narrations with successful Shadow rolls vs. not ... do I understand correctly that basically, whenever the Shadow(s) won, the kids' lives were indirecty or directly harmed?
Quote from: Ron Edwards on November 14, 2010, 09:25:13 PMAnd was the 1000-dimension savior based on a successful roll, or was that a GMing thing?