anyway.



thread: 2008-01-07 : Another year's worth

On 2008-02-10, Ron Edwards wrote:

I'll try to, by modifying what I'm reading.

Vincent wrote: "Who gets to decide if your character's a good person? Who gets to decide if your character's sympathetic? In Shock:, you do, and the game's system is there to back you up. In Sorcerer, you don't, the game's system is there to do it, and you have to deal with that."

I'd re-phrase the last sentence as "In Sorcerer, you don't, but you can try, and the game's system throws a monkey-wrench into your efforts. It's a real monkey-wrench, meaning that things can go much better or much worse. Outcomes are not controllable or negotiable in Sorcerer."

I think the contrast to Shock is valid and that this is definitely a style/mode thing, illustrating the tremendous diversity within the Narrativist CA.

Best, Ron



 

This makes...
initials
...go...
short response
optional explanation (be brief!):

if you're human, not a spambot, type "human":