anyway.



thread: 2009-09-09 : Waah

On 2009-09-11, Josh W wrote:

A friend of mine always liked the idea of a game where you don't know how good your character really is at something, and that got me thinking about games where the mechanical representation of your character and the description interact in weird ways: You can look at "A dirty world" and see something that does that brilliantly. One of the surprises of that design is how constant character identity can be in spite of that fluidity, and the way you can look down at your sheet and wonder how much our character is actually deceiving themself by maintaining that identity.

It seems a lot of the time you can hide changes in the conflict mechanic itself, in the non-linearities of scaling, but in other times it's about what stays on the sheet between entering and leaving different subsystems, and their different relevance in each.



 

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