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Posted By: yvesperret
The thing I found most interesting about the game was the non-confrontational relationship between the gm and the players...rather than trying to thwart the characters or make things as difficult as possible for them, it seemed like his focus was simply to make the experience interesting, with lots of narrative twists and turns.
Hey yvesperret (Aside to story-games: I'm just respecting privacy here, I know my player's name!),
I've got a question for you. I know that memory is a fuzzy thing, and that night is kinda blurry for me too.
Care to talk about some times where it wasn't me throwing adversity at the two Protagonists ('cuz it happened!)? How did that feel for you?
Thanks, Darcy
Hrm. Ok, let me try to rephrase.
Within the fiction, bad shit happened to the characters. Especially early on, lots of bad shit was happening to Vin (the local kid everyone liked) and his brother. The MPs were involved, as were some bully-type soldiers on the base.
Now, I was responsible for a fair bit of that.
However, there were times when you (the players) lost a roll and I chose to spend (which meant that you narrated). That meant that you guys were responsible for describing how things got worse for the Protagonists. I believe that their goal was to get Vin out of the way of a VC attack in time to save him -- he'd already been strafed by a MIG, if memory serves.
That's what I'm talking about. What was that like? How did narrating your own adversity make you feel? What worked about it? What didn't? How did the way the spending (like, "2 Horror and 1 Valour") interract with the narration? Did narrating adversity work better or worse than narrating victory?
D
[edited for minor grammar on Jan 14]
Cool, man.
Was there any aspect of gameplay (especially the procedural stuff) that you found particularly rough? In your opening post, you referred to "...lots of non-intuitive procedural points..." It would be awesome if you'd single one or two out and expand on what was tricky/clunky.
Thanks,
Darcy
Yeah, that's a symptom of "the first game". In fact, it's usually a symptom of "the first scene". As (bad) luck would have it, we only got through one scene, so we never got a chance to really get rolling.
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