[Ingenero] OK, let me have it
Callan S.:
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.
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.
Theres a whole bunch of answers to that on different levels. Im not sure exactly what youre getting at though. Can you clarify?
JoyWriter:
First off, I wouldn't call this diceless; it seems as diceless as most games are, it's just you specify some of the bits outside of the dice. It's also striking that you go for a different stance to a lot of other games; instead of "roll the dice when the dm thinks it important" / "roll the dice when anyone thinks it important" / "roll the dice only during specific types of events" you seem to focus on insuring that people get to dramatically appropriate climaxes, and only rolling dice then.
Interesting choice, could be fun.
Any possibility of consequences resulting from conflicts? Or are they always considered to be fully successful, with the only consequences coming with the actions that follow it? I can see the argument for that, the classic post-boss-lull from computer games for example.
That's a good point actually, how does the game continue after completing a goal? And how do you insure that long term and short term goals line up?
stefoid:
Quote from: JoyWriter on December 23, 2011, 04:56:42 PM
First off, I wouldn't call this diceless; it seems as diceless as most games are, it's just you specify some of the bits outside of the dice. It's also striking that you go for a different stance to a lot of other games; instead of "roll the dice when the dm thinks it important" / "roll the dice when anyone thinks it important" / "roll the dice only during specific types of events" you seem to focus on insuring that people get to dramatically appropriate climaxes, and only rolling dice then.
Interesting choice, could be fun.
Any possibility of consequences resulting from conflicts? Or are they always considered to be fully successful, with the only consequences coming with the actions that follow it? I can see the argument for that, the classic post-boss-lull from computer games for example.
That's a good point actually, how does the game continue after completing a goal? And how do you insure that long term and short term goals line up?
Oh sure, official conflict resolution is supposed to be just as full of choices and consequences as story phase stuff, just more granular.
You can set and discard short term goals as you need to, I guess they are like beats in a story. Just keep moving forward. Theres nothing that says short and term goals need to line up, although they generally do. Im still trying to decide exactly how to encourage goals related to character motivations. The current draft is too wishy washy in the regard.
There is a bit of an art to choosing appropriate goals - I cover that in the rules. Its easy to choose goals that are vague or simply 'meh'. Just because your character wants something doesnt mean its a good goal.
thiagoess:
the idea seems very interesting, i would love to see an example of gameplay
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