anyway.



thread: 2005-05-06 : Brainstorming from the Core

On 2005-05-10, Eric Finley wrote:

Hmm.  Christian's transitional approach would give us an issue something like "Rebellion."  My own relationship-slots thing would probably lend itself better to an issue like "Belonging" in the sense of shifting membership/participation in the various groups... a little less focused in that it supports stories about moving toward, as well as away from, some of those institutions.  A versatility vs. focus design choice, there.  Vincent, I'd say pick one - whichever you can more easily bite down on - and use that for the purposes of discussion.

(And no, Christian, it wouldn't be too radical to do it that way... although I note the distinction between a player being the one to frame the scene, and a player being the one to serve as the opposition in the scene.  On a mechanical level, though, the transition pacing has some interesting interactions with the scratch list mechanic.)

Question - it feels like pinning down a precise issue could risk running you into a "brittle" game environment, particularly if the issue is implicit rather than explicitly defined.  (Implicit seems overall the stronger way to go, IMO.)  If I came at this game and diagnosed it as about "Belonging" but it had been written centered on "Rebellion" then I could be in for a disappointment.  So part of the answers about how you embed A+B+C into the fabric seems to relate back to the brittle/flexible scale.

- Eric

- Eric



 

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