Started by Christoph Boeckle, October 11, 2009, 05:56:58 PM
Quote from: Silmenume on October 15, 2009, 07:15:10 AMeverything, every "layer" of the model is under the influence or presence of "color" even the Social Contract layer when "color" could be discussed e.g., "this game is epic heroic" or "this world is dark and cynical."
Quote from: Christoph Boeckle on October 14, 2009, 08:04:09 PMI had my guy manipulate a sextant, and the others suggested some reactions to that, and all the while things were going forward. At some point, the precedents were so rich it just "made sense" to wrap up the episode the way we did.
Quote from: JoyWriter on October 15, 2009, 08:18:48 AMJay, your view actually matches up with the big model quite nicely; your creative agenda is all about colour, so everything points to it, system, character etc and it engulfs everything in that it becomes the total point of play. That "arrow" sticking through all the layers is all about colour.
Quote from: Ben Lehman on October 15, 2009, 02:54:16 PMSimon: My thought (and this is just my thought, at the moment) is that color results in ad-hoc decisions, whereas setting (and character) result in principled decisions.
Quote from: Christoph Boeckle on October 18, 2009, 02:43:24 PMJosh in particular, I'm not understanding where you're going in your last post and why you need to redefine the other Exploration elements (it seems to me like you're making it more complicated than necessary), most probably because you haven't grounded it in any AP.
Quote from: Christoph Boeckle on October 18, 2009, 02:43:24 PMThe time travel in Prosopopée was a way to bring a solution to the imbalance (this is what playing the game is about) manifested by the four blossoming flowers and the trapped souls of the seafarers.