[Ingenero] OK, let me have it
stefoid:
Quote from: thiagoess on December 27, 2011, 07:50:10 PM
the idea seems very interesting, i would love to see an example of gameplay
Cheers, the best way to do that is to run a one session module from the website yourself, and report it in the actual play forum.
Currently there is one such module, but Im working on a second.
stefoid:
Have updated the 5 page summary to reflect comments people have made, particularly 'wtf??' comments from rpg.net.
summaries: the more you put in them, they less likely they are to be read. :(
Kyle Van Pelt:
Great stuff. I read through the 5-page summary and immediately checked out the system proper. I'll give some detailed feedback as soon as I can, but I'm really impressed with what I've seen so far. I think the roadblock concept is solid, and the simplicity of the dice mechanic is appealing.
stefoid:
Quote from: Callan S. on December 21, 2011, 04:32:40 PM
It's funny - I guess it's explanitory enough to make me see the structure clearly and...it raises a question. Perhaps an odd one now its late in development. Why the focus on meeting goals? I'd get it in a gamist structure, it'd be like "And I totally made up these cool plans and then I totally faced the wrath of random dice and prevailed! I hit the finish line!"
I think perhaps, much like many people go to university, learn how to do one thing, then go out and do something else entirely, perhaps the interest lies in where the goal of the journey starts to be discarded/become not as important anymore and something else is? Potentially passing on forfilling your goals, even after having fought so hard to achieve them, might be a thrilling moment of play? But that's probably a narish sort of direction, so depends if you wanna go that way.
Hi Callan, Im just redrafting and reviewing, and I revisited this post. I think I understand where your coming from and the answer is yes and yes. I like the gamist thrill is important to me, the "I love it when a plan comes together" moments. The game is for character-based action. Evaluation of goals, where the goals come from, whether they are retained, modified or abandoned due to circumstances of play is the character-based part of the action.
stefoid:
Oh, and you know what, goal-driven play is also very much about pure functionality. Encouraging and empowering (mechanically) the players to consider and run with what their character wants.
A character that is satisifed, content and essentially happy is boring ad passive.
A character that is needful and unhappy should be active and interesting as they set and pursue goals to rectify the situation.
So the preoccupation with goal choice and goal pursuit is kind of central to any interesting fiction and Ingenero attempts to mechanically emphasize that every step of the way.
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