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brainstorming & development / Re: Can't Go Home Again- Sci-Fi Hack
« on: September 01, 2014, 02:17:27 AM »
I'm glad you like the concept, and running multiple Fronts simultaneously is definitely something I see as being integral. There is a lot more separation between the fighty types and the non-fighty types, so even just for the sake of having everyone have something to do, having multiple kinds of fronts active at once will be necessary.
Most of my principles and agendas have their language taken directly from Simple World. I think it's really good language to use though! Once I've gotten further in, I'll probably make another pass on formulating my own language, adding or subtracting as necessary to get down to the core experience. Even at this phase, though, I've written some of the principles and agendas in my own language, so I can address those personally.
This is going to wind up with a whole section, probably in the next revision because it's been eating at me for a while. The core of the idea is that most long-term games I've been a part of have no idea when to end things. And so, I'd like to include elements of play, and remind the MC, that everything is building to the end of the game, which I'm terming the resolution, but climax could be better. But on the other hand, an explosive climax is relatively easy. A satisfying denouement is hard.
I'd like your language there, I might just swipe it.
Here, I'm mostly talking about where the decision making ability lies. I want to leave the little details of the world, before things went bad, in the hands of the players, while leaving the larger mysteries, not all of which are hostile, in the hands of the MC.
This is basically my way of saying be honest to precedent. Events that have occurred previously in play should be honored and maintained moving forward with the story, and should inform future events.
Most of my principles and agendas have their language taken directly from Simple World. I think it's really good language to use though! Once I've gotten further in, I'll probably make another pass on formulating my own language, adding or subtracting as necessary to get down to the core experience. Even at this phase, though, I've written some of the principles and agendas in my own language, so I can address those personally.
I like "Build towards a resolution" - how is that expressed in play? Would "Build towards a climax" be better? Consider modelling the game's storytelling structure on TV - seasons, arcs, episodes.
This is going to wind up with a whole section, probably in the next revision because it's been eating at me for a while. The core of the idea is that most long-term games I've been a part of have no idea when to end things. And so, I'd like to include elements of play, and remind the MC, that everything is building to the end of the game, which I'm terming the resolution, but climax could be better. But on the other hand, an explosive climax is relatively easy. A satisfying denouement is hard.
Everyone can die, but movements can endure. (I'd say "People die, movements endure" - shorter, more evocative.)
I'd like your language there, I might just swipe it.
Leave the world that was lost to the players. (Not clear what this means - "Remind them of the world that was lost"? "Show traces of the world that was lost"?)
Unveil mysteries in their due course. (I feel like this would be better built into a Front mechanic)
Here, I'm mostly talking about where the decision making ability lies. I want to leave the little details of the world, before things went bad, in the hands of the players, while leaving the larger mysteries, not all of which are hostile, in the hands of the MC.
What has happened, is true. (What does this mean? It seems obvious - do you mean something like "What is done cannot be undone"?
This is basically my way of saying be honest to precedent. Events that have occurred previously in play should be honored and maintained moving forward with the story, and should inform future events.