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AW:Dark Age / Re: Playtest, thoughts
« on: March 06, 2014, 06:59:03 AM »
Oh, and I can write more about the setting and fiction, if anyone is interested.
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The links seem to be broken for me. Anybody else having an issue?Hello, did you try again since then? If you're still having trouble I can send you the files over email
Before Vader's redemption becomes a thing, you're watching Star Wars and you're in awe at the amazing bad-assery. But you're totally not rooting for him to win. Right? Maybe I'm misunderstanding what being a fan is.Ok, maybe I'm misunderstanding, too, but I don't think it's a mater of win-lose.
The only way to know for sure is to design it.It's what I'm trying to do right now! That's why I wanted to see if I'm missing any obvious glaring flaws in the premise itself.
I read the GNS-Big model-people's thoughts on it every now and then, but I still don't know if I catch all Ron's and the others thoughts well. For me, your thing is gamism vs narrativism. "Can the PC players solve this module if they really try?" is clearly about gamism for me. Or at least not narrativism. I think I can hardly percieve simulationist agendas. (This connects with I don't really believe, such a thing exists.)What I'm describing is a Step on Up (or Gamist) approach to the investigation itself, yes. I'm not trying to go for any sort of "versus" opposition however.
You are talking about a different type of play than what Vincent is. Your werewolf play can be interesting if you are interested in the challenge of beating the werewolf, you are proposing a very much gamist game.Yep, of course. Except I'm not really interested in the challenge of beating the werewolf, like, face to face.
Vincents proposition turns the play around, it's not obvious you kill the werewolf. There may be little challenge in figuring out who the werewolf or it's weaknesses but deciding what to do about it is where play shines. Do you try and kill the werewolf or try and cure the innocent victim?
Do I solve the weird problems in play, or does the GM solve them in prep?(bolded by me, italics Vincent's)
Missing children, foul odor, destroyed forest, magics at work, I'm right with you. I've got my augury and my special perception and I'm psyched; bring it on. But is it my job, as player, to discover what's going on and then decide what to do about it, or to discover what's going on, discover what to do about it, and then do it?