thread: 2005-02-03 : Roleplaying Theory Open House
On 2005-02-20, Piers Brown wrote:
The role of flexibility in game design—how much 'give' or 'play' do systems need to make room for the players?
What I'm getting at—in DitV all the pieces (see and raise, "say yes or roll the dice", fallout, town building, random characters, etc) are necessary, but at the same time the don't quite meet up; there is a sort of space between them in which the players and GM mediate between the different parts of the system. How does that work?