anyway.



thread: 2005-02-03 : Roleplaying Theory Open House

On 2005-03-21, JasonN wrote:

Here's another one for the hopper.

I don't think the hobby's game designs say a lot about how to get a satisfactory end to a game (that is, a "campaign" of game sessions).  Even in my best groups, the social contract has very often "let's play this game until we can't play no more!"

Thus, a barrage of ending-related questions:

Do games benefit from planned endings?  Is this another meaningful choice that the whole group should be empowered to make?  How does one go about saying when a game should end?

Do designs which encourage shorter games create a different kind of play than ongoing designs, and is this kind of play superior for those of us seeking thematic and Empowered play?

There are those who say that books—like lives—only take on their full meaning after they end.  Are games the same?  By playing games which peter out instead of go out with a bang!, are we robbing our protagonists of crucial and meaningful stuff?

-Jason



 

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