[Beloved] [Solo RPG] In a dream ...

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Gregor Hutton:
Hey, I defeated the monster but it's been brutal! I'm currently being tended by the not-Beloved, so she's caring.

When I feel I'm healed up enough I plan to head off rescuing again. We'll see if that plan happens.

lumpley:
I lost part of my hand last time. If I leave this person I have to fight four monsters, and it may be even worse than that. I still haven't decided.

-Vincent

Baxil:
Quote from: Ben Lehman on March 07, 2011, 01:29:13 PM

Clearly something is going off the rails here. Can you elucidate how you got that idea, and what maybe I could have said to stop you from doing it that way?


I'd like to come back to this, having slept on it, and expand on what I previously said.

It's becoming more obvious that the key here is in humanizing (well ... making concrete, regardless of humanity) your beloved.

Quote

She is, to you, perfect in every way.

May I suggest "She is everything that you have ever wanted"?  I still cannot make her "perfect" without making her abstract (and thus breaking my approach to the game).

May I further suggest defining a short introductory scene with her, one that is specified as unreal in the game narrative (a dream sequence or some such), but that allows for actual interaction during gameplay? 

... Actually, on second thought, I guess that's already legal under "know her," so I'm empowered to do it.  Never mind.

It's just frustrating that I've had to take such a roundabout approach to understanding the text.  It's been a week and I'm just now coming around to where I even understand it enough to prep for play (modulo initial hangups, still working on those).  I'd have given up long ago if it weren't for the enthusiasm of everyone posting cryptic notes on their playtests here.

Ben Lehman:
It's frustrating to me, too. I'm definitely looking at ways of revising / expanding the text so it's more clear what to do.

yrs--
--Ben

Altaem:
I wasn't sure what to make of this game.  I almost thought it was a joke.
My brain simply doesn't accept the idea of absolutes.
Therefore there can be no perfect Beloved, no unbeatable monsters.

I explained the game to my wife. 

For every impossible to beat monster she rapidly came up with a solution.
This prompted the idea that the monster would be the same each time.  But it would evolve each time becoming immune to the method which defeated it before.

Alternatively; If my beloved is as perfect as I imagine, then no prison could hold her.  I'll just wait outside for 2 minutes while she frees herself.

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