anyway.



thread: 2009-12-04 : TAKE IT TO YOUR BLOG, BAKER

On 2009-12-04, Emily wrote:

There are a lot of things we don't think of as pacing mechanisms. Losing pieces in checkers or chess for example. Victory points. But that does oversimplify it a bit. Hit points are also there for all the psychological implications: putting pressure on the players, helping measure threat levels for the GM, adding risk.

Vincent, one aspect of what you're talking about may be the inspiration piece. It's all well and good to tell a group of people "go make a great story, you go first, you second, etc." But if we don't have other structures that help 1) inspire them to do so and 2) keep them on the same page, things are likely to go awry.  The function of a mechanic can be in more than its objective.

Frex, in Polaris the function of the "but only if.." phrases is to get people to accept complications and escalations in the course of doing what they want their character to do. One could do this by saying: "Okay, you want to stab my character in the heart. What terrible thing will you accept in order to make that happen?" Instead the mechanics give someone else the job of suggesting things, and gives you ways to respond. And dice to turn to if the negotiations stall. The goal of this structure is to create high drama appropriate to the setting and situation.

In Breaking the Ice, I do something similar,but I ask people to make up their own trouble, and then bribe them for doing so. And give someone the job of encouraging and helping them to do so. Different structures, that provide similar effects, for very different reasons. The goal of the mechanics in BtI are to create pathos and humor.  The relationship between the players mirrors this in each too, at least a bit.



 

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