Started by Ron Edwards, April 11, 2011, 01:38:34 PM
Quote... They are essentially "I get to say what the dice tell me" procedures, organized into specific scenes and what-to-roll rituals. Unfortunately, this is not an SIS-generating procedure, any more than putting on a funny hat and voice when playing Monopoly is role-playing. These games are entirely too structured in terms of what a character "is," imaginatively speaking, and more generally, what "can happen" during play. In contrast with fairly ritualized games like My Life with Master and Polaris, I think these are marked by a complete inability for characters actually to do stuff outside the immediate instructions of the rules, up to and including making crucial choices about relationships with other characters.Which begs the question, however, of whether these games work. Mechanically, they well might, in the sense that gears will shift and cogs will revolve. Imaginatively and motivationally? That will be a very, very local question, and my judgment at this point is that all of these entries have gone over a crucial line, to the point where the role of human input is restricted only to the end-process of resolution, too much so for it to play a conflict-generating role.