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"An atheist. You haven't done much magic then? Just fooling around or whatever? Any kind of you know tradition or anything?"
The goal of designing rules is to change social contract.
Post on your blog about these non-person-to-person conflicts and why they're stupid. I am ready to disagree. "Can I climb the wall?" Maybe stupid. "Can I believe in myself?" Not stupid, but not necessarily person-to-person.Am I allowed to just take on your examples, Matt, or do I have to state my position clearly?
P.S. I also want to talk about your "what makes a character a protagonist" bit. I think you're missing something.First I remind us what's a protagonist: a protagonist is a passionate character locked into conflict across a moral line with fit opposition. A protagonist begins at a turning point (creating a dynamic, unstable situation) proceeds as the situation escalates to crisis and resolution (through the opposed actions of the protagonist and the opposition), and ends when the situation resolves at last to stability.
Endgames for games without defined endgamesYeah.
Player input mechanics like fan-mail(PtA) and trust(tMW), and the dynamics they create between players.
Roleplaying game vs Storytelling game. Which one am I? How do I tell?I call bogus!
-How people can use creative limitations(focus the elements) to add momentum and direction to play("You're all Dogs!") and what that means for players, for GMs, and the group as a wholeSay more! I could list some games that do the "you're all Dogs!" thing, but you've already thought about that. I could also say that creative limitations add momentum and direction to play, but you've already thought of that too!
I want you to talk about mechanical, rigorous system that is not about conflict resolution at all.Chris:
Good situation building!Jasper:
Any mechanics that are not resolution.Emily:
Hear, hear to Jasper's suggestion. We need a taxonomy of what mechanics can & do do.Ben:
Yes, Jasper! Yes!All worthwhile rules are about conflict resolution sooner or later.
If I want to make a new class for d20, what are the major factors to consider? I'm interested in both the underlying math (how to make sure class features keep pace with other classes and rising CR levels) and more subtle issues around keeping the class interesting to players and useful to the overall party.Undoable. Those three things - making sure its features keep pace with other classes', making sure it's interesting to players, and making sure it's useful to the overall party - contradict one another. As you move toward any one of them, you'll sacrifice the others.
The division of authority, and new ways to spread it around (cf. GOG, Universalis).It happens that our very own Emily is writing an essay on this topic, so I'm going to not answer. When she publishes, we can read and discuss!
How about you summarize the state of the art as you see it. You've been talking "this is better than that" and you've mentioned obsolescence in game designs a couple times recently. Want to synthesize it all?Uh... Want to? It all? Not really.
One thing I keep wondering about is the idea of using high mechanics systems for short periods within a larger low-mechanic game... What would it look like to play out a couple of sessions of an existing game (with highly developed characters, ut probably relatively low narrative movement per session) using a system that emphasizes stylization and narrative movement?Well, I have to tell you that it hasn't worked for us.
I was wondering if you could open up a thread so I could grill you about some of the stuff you said in Conflict vs Task Resolution and A Small Thing About Character Death.Sure thing. Done!