anyway.



thread: 2005-03-10 : Tight Games, Loose Games

On 2005-03-10, Chris wrote:

I always tend to look at "tightness" or focus as pressure nozzles on a hose... the tighter you make it, the more pressure you get from the water- the more directed and faster it goes and the more momentum you get from it.

The strength of DitV is that you have Character, Setting, and Situation pretty tightly focused, a little wiggle room on Color, and a solid system.  From character creation to full on play, the group makes directed choices, they're never left floundering.  On the other hand, you have stuff like GURPs where the group has to tighten stuff all around in order to get a good momentum going on.

I think a lot of the crap play("Hey, yeah, stuff is happening, I guess") is due to unfocused designs coupled with groups and GMs that have no idea how to focus and produce conflict(which, of course, the game should have told them something about).



 

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