Started by David Berg, December 17, 2011, 04:40:05 AM
Quote from: contracycle on December 21, 2011, 10:18:30 AMNow I was quite intrigued by the fairly abstracted system that was used in 3:16. Working in terms of abstract ranges, abstract threats, rather than concrete descriptions. I think I could work with something like that, and certainly the AP accounts I've seen suggest a powerful role for fictional positioning, and ionterpreting mechanics into the fiction and out again, all of which looks quite useful.That I think provides an interesting starting point for looking at how you might design a system that was useful for this sort of play
Quote from: contracycle on December 30, 2011, 06:48:17 AMIn all of these, what I'm describing is a move from modelling to abstraction in order to capture an appropriate subjective experience, and to make a space in which the GM's authority can be introduced without the need to suspend the action of system.
Quote from: contracycle on December 30, 2011, 06:48:17 AMin 3:16, the system operates explicitly against threat tokens, not described individuals, so a villainous named NPC, UNLESS represented by a threat token, is effectively out of the reach of the system.
Quote from: David Berg on January 02, 2012, 01:35:49 PMIf that latter, what happens when the evil NPC walks up to me to taunt me, and I want to shoot them?
Quote from: David Berg on January 02, 2012, 01:35:49 PMGareth, I just realized I have a major question here:...Does token presence/absence simply describe scene framing? ("This NPC's too far away for you to shoot.")Or does it describe possible outcomes regardless of scene framing? (This is what I assumed in my previous post.)
QuoteIf that latter, what happens when the evil NPC walks up to me to taunt me, and I want to shoot them?
QuoteGareth that sounds to me a rather unusual solution; partially dissociating the mechanics the players have access to from the game world for the sake of making use of that fuzy link for plot protection:How does that compare to say, creating a game in which HP and character health are tenuously linked, and going to 0 may have little negative effect unless specified by the games master?