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Arminius

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  • Posted By: TomasHVMPosted By: Elliot WilenThere's no story.I beg to differ. I could call it "creating a fiction", of course, but my main point is the same: a lot of gamers are "broken in" with one kind of creating their fiction, and have problems wh…
  • Posted By: FigureFour Immersion is just getting sucked into the experience, the difference is in what experience sucks you in. But it isn't, if you actually listen to all the people who talk about immersion. If you want to have a conversation with t…
  • Posted By: Christian GriffenI'm confused. So are there "multiple, quite distinct" types of immersion, or are theyall"Second Life only done with paper & pencil"?There are multiple quite distinct things that various people have labeled "immersion…
  • Wait, you seem to be saying that just because the term "immersion" gets used for multiple, quite distinct experiences, then getting any one of them right moves you closer to solving all the others. That's not so. And Tomas, "playing a story" doesn'…
  • Ah, well there's that phrase "telling a story". I don't find "immersion" to be consistent with "telling a story". The author I think is Calithena, of Fight On! fame.
  • So as I understand the article, the author suggests that the only reason "immersion" is broken is due to discontinuity of action. But I would find that it's broken by any arbitrary resolution of a conflict that, to me, seemed in doubt. That is, if …
  • Ben is basically right, the discussion is doomed without specifics. That said, as a meta-commentary, "immersion" tends to be brought up either as a defense or as a whipping boy. It's either a reason one doesn't care for a certain game or set of pra…
  • It may not be fiat that I'm talking about (at least by your lights, Paul), but it's more than discretion. Why? Because the magic that produces a well-rounded, believable, involving fiction isn't subject to consciously willed preference. No matter ho…
  • Okay, in that case one of us is completely confused. I can't even process your premise, that "trad" games are built mostly on rules-in-abstract, especially given the longstanding strain of criticism that they're built mostly on "GM fiat". But to sk…
  • Why are you guys whispering at me? Ralph, you didn't even answer my question with your long whisper, but thanks for the recap even though I did read the thread. Doyce, the DitV example about Demons does ring a bell; I recall finding it utterly poin…
  • I'd like to see how Ralph's presentation of the Polaris mechanics as inherently functional couldn't apply to pretty much any other game on the market.
  • Bret & Graham seem to be saying the same thing, and if it helps at all, I agree with their understanding of the structure. There are additional levels: items can have versions. One example might be the Runequest 3 Deluxe Boxed set vs. the later…
  • Yeah, I get tired of warning people about the art. It's also of very rough quality although I liked a picture or two. We did use the fate point system a little but it's easy to forget. Basically you get a rather large pool of points which can be di…
  • Robert asked me to swing by and see if there's anything I'd add to his comments. Basically, he's covered the experience very well and I know it took some major restraint against "let me tell you about our adventure", because, honestly? The adventure…
  • Posted By: Jonathan MIt wouldn't be rule-based advice it would be more on the level of how to identify patterns of play in your group, how to write adventures for unfocused play (i.e. provide a set of themes and a certain feel but only provide it as…
  • I was trying to explain why it's worthwhile spending more time understanding unfocused play, or play that isn't strongly shaped by textual rules. (Note these aren't exactly the same thing even though they've been conflated.) Even if someone (that's …
  • Well my answer to that last bit is that even if you think tools are relatively unimportant, you still might consider technique to be something that can be developed and cultivated. Just because you reject (IMO excessively so) the role of designers d…
  • Okay, I'm sure this is an old analogy but I'll make it anyway, and I think it will satisfy all but the most radical viewpoints. Virtually all RPGs are tools, the reason being that they don't provide an objective purpose within the game. (Or if you …
  • Posted By: John PowellYeah, but Starfleet Officers aren't equals like Dogs, can't originate doctrine like Dogs and, at least in the original series,don't change over time.I doubt that I'd enjoy using DitV for Star Trek, but while I agree with your o…
  • Ah, there was a misunderstanding between Jason and me, which we've cleared up in whisper. I missed the point of his #1 ("which way you want to go is a matter of taste") which does allow for the possibility there may not be a single right answer. And…
  • Jonathan, in spite of my earlier support in favor of "unfocused gaming" I will say that I disagree with the "system doesn't matter" line, in general. I admire the way you lay it out; you have something to say and you don't mince words. The original…
  • I think the point of calling this style of play "normal" is pretty straightforward: it's a challenge to the doctrine which states that deliberately-focused game design is justified by the widespread dysfunction which occurs when game groups are left…
  • Also, consider yourself invited to check out Troupe Berkeley if you haven't already. It's oriented to general getting-together-to-play-RPGs but you will see con announcements there.
  • Elliot,Here's the thing. As I see it, though there is a little gameplay overlap and a large community overlap, trad and non-trad games are effectively entirely different hobbies (as different as, say, LARPs and chess). I've already spent enough time…
    in ... Comment by Arminius January 2009
  • Posted By: JDCorley 2 - having been the "you are wrong about what is happening in this game" guy about a million times, I am done with it.Ah, but is it necessary, for you to be right, that every else has to agree with you (or be wrong)? That's sort…
  • The problem I see with much of this discussion is that people are simultaneously trying to define "Sim" and recommend a "good sim" game, which is pretty hard when "sim" is being defined as a whole bunch of stuff you hate. Apologies in advance to th…
    in ... Comment by Arminius January 2009
  • I don't know, maybe not, if they're already "pick & play" games. Personally I think the biggest obstacle to picking up and playing 1e is the presentation of the rules and the necessity (more or less) of patching some of them. If the GM knows th…
  • Old-school games, though, often have fast chargen and are also designed for long-term play. Classic D&D, TFT, etc. Then they're also relatively easy to prep and often have a pretty focused core scenario. Here's a general-purpose idea, it's not …
  • From my perspective, I think there's a good chance it doesn't qualify. Here's what I'm talking about: suppose you're the GM, and you decide beforehand that the scenario will feature X, Y, and Z. Maybe the characters have arrived in a grungy city so …
    in ... Comment by Arminius December 2008
  • I think so. Of course an over-literal reading would say that somebody who just follows and applies the procedures in a set of rules is "deciding" to make things happen. Or someone who just looks a map key. I'm not talking about that.
    in ... Comment by Arminius December 2008
  • I think that turns Bangs into a property of...nearly every roleplaying game or session ever played, and results in the definition being watered down to the point of meaninglessness. Furthermore, the GM doesn't have to decide when the villains will …
    in ... Comment by Arminius December 2008
  • Posted By: BalbinusBangs seems a pretty good term to me. It's fairly well understood, easily explained to those who're not familiar with it, it's a useful tool that has practical in-game uses and I don't think any other existing term quite covers t…
    in ... Comment by Arminius December 2008
  • I don't know if it falls under the definition of dicta, but I find that certain types of in-rules commentary are very harmful to the process of local interpretation that's necessary to properly enjoy an RPG. For example, if a game says "If you think…
  • Posted By: renatoramOther useful stuff: well, pdfs of manuals, obviously. This was discussed recently: http://www.story-games.com/forums/comments.php?DiscussionID=8273
  • Posted By: efindelI've been reading PDFs on my iPhone. You have to either get to them through the web browser or install extra software to get them onto there, but it's full-color, renders them quickly, and, while the screen is small, has excellent…
  • I may be mistaken--but I doubt I am--when I say that threatening someone with bigger fallout dice is a very clear mathematical benefit of escalating, even when it doesn't get you more dice to use in the conflict. The reason: duh! The other person ca…
  • Of course the characters are part of the setting. This is something I was trying to reference in a big thread that blew up recently. You can look at it a lot of ways; I look at it this way: If you generate a character through a 100% random generat…
  • I had a very similar reaction to reading BW and TSoY, but I haven't played BW enough, or TSoY at all. Certainly the Keys:Beliefs congruence is strong, although in BW you also have Instincts and Traits contributing to the Artha cycle.
  • Posted By: JDCorleyNo, really, I have seen people seriously argue that if a GM says "I want to have a game about modern-day SWAT members" and you show up with a blue-skinned caveman from another planet with psychic powers, that it is railroading if …
  • Posted By: Christopher KubasikThe Point of This Thread There is a gap between Eliot's experience/anticipation of "bangs" and what my Players experienced at the table. When reading Eliot's post, I do not recognize his description of bangs in any mea…
  • Max thought some comments I whispered might be worth exposing to the world. (Max, I've edited slightly because I was responding to your first post, which is now way the heck upthread.) The Holist (from Max's chart) is also, IMO, somewhat at odds wi…
  • Tea-bagged? As in Pecker? Um...okay. Anyway, yup, it was a one-session mini-con game. Everybody had fun, except for the guy who got killed early, but like I wrote above, it felt unsubstantial.
  • Well, let me see. I really have no interest in this thread other than to correct a few misconceptions. And yes, this may cause some white noise, I apologize in advance for that. In the original thread (here's a link), I didn't say, or didn't mean …
  • Yes, this is very much what I was on about. The thing about TMW, though, at least as it was played, is that it's not enough (for me, IMO...okay?) that the game is supposed to be "about" trust and betrayal. Since none of the details of the situation…
  • Posted By: Paul B(a couple of your earlier posts, in all fairness, had some one-true-wayism language).That certainly wasn't my intention, although it may have come across that way--partly in response to the sentiments expressed upthread, partly beca…
  • Posted By: Brand_RobinsSo Elliot, I take it you're not so much on No Myth play? I dunno, I've been looking at Mythic RPG and it might be right up my alley. But you need to see how it does the No Myth...the principles and how they get turned into fi…
  • Paul, I've played DitV, The Mountain Witch, Burning Wheel, with GMs who were clearly influenced by the theoretical underpinnings of Story Now and the follow on discussion it's gotten over the years. I can't say if the techniques were all drawn direc…
  • Posted By: Christopher KubasikHi Eliot, I thank you for taking the time to reply. You keep using these bizarro and hamfisted hypotheticals to make points about people doing things I don't see happening in Actual Play. I mean, you're suggesting GM…
  • Too many posts since I went to sleep last night. I'm afraid it's going to be too much work to assimilate them as a whole and respond in essay form, but I'll try to answer some of them, on a post-by-post basis, as completely as I can, though without …
  • (In response to Robert--I see several posts have been made in the interim.) Well, I'm going by the books, the texts that are supposed to explain how the games are played, by the play experiences I've had, and by reading "actual play reports"; what …