Started by Erik Weissengruber, October 03, 2010, 09:59:09 PM
Quote from: Eero Tuovinen on October 04, 2010, 09:08:43 AMAll this is pertinent to conflict-ridden Solar System in that it draws attention to the idea of how the dramatic arc of conflict should be managed: the traditional game-like way of doing it is to say that the opposing sides clash against each other, then one side gets the upper hand and finishes the other off after they've been pushed into a death spiral. This is not very fun dramatically, so it's better to follow the literary model here: each individual conflict has discrete stakes that are not the equivalent of full destruction for either side, and neither side goes into a death spiral due to the conflict. Both sides gain experience points for playing to their Keys, win or lose in any individual conflict. Further battles are set up not on the basis of beat-ups deliverable to the weaker side, but rather on the basis of dramatic coordination: which issues are still unresolved? Which still require development? What would be the logical next step? Is this character positioned in the fiction to credibly resolve this conflict, or does he need to maneuver still?
QuoteErik, can you summarise what you are after here? It is a bit hard to tell from the video. To me, it looks like you want crunch for a game about individuals who have the resources to claim habitable planets (and purchase Secrets from them), but I am not entirely sure if that is correct. I know Eero came up with some crunch to model a militaristic space navy game a while back, that might be a good place to look for ideas.
Quoteit looks like you want crunch for a game about individuals who have the resources to claim habitable planets (and purchase Secrets from them), but I am not entirely sure if that is correct