anyway.



thread: 2009-06-22 : Secrets: the Smelly Chamberlain

On 2009-06-25, Vincent wrote:

Simon: Here's how I'd characterize our difference of opinion.

You: When the rules are set up just so, it really is a secret.

Me: When the rules are set up just so, it's practically a secret, you can treat it like a secret in every way, but it's technically a plan or vision.

We both agree that either way it's a thing that you can play with in your game designs, to very good effect, yeah? Really a secret, or practically a secret, who cares, the point is to design good rules that support mystery and fun revelations.

For instance, "psst, everyone act as though Betty's character is paranoid" is really cool, presumably a lot of fun to play with, theoretically illuminating, and not any kind of problematic whatsoever.



 

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