anyway.



thread: 2010-03-01 : Reliable vs Unreliable Currency

On 2010-03-02, Tim C Koppang wrote:

Ben #14:

I didn't say it was only the GM who decides whether a modifier applies—although he might, depending on the game.  What I was really driving at is that in many traditional "unreliable currency" implementations, play can collapse when the players spend more time discussing what the SIS is (and therefore whether a modifier applies) then about the meat of the story.  Hence the reaction against such implementations by Story Now designers.

One driving force behind early Story Now designs was to get control back into the hands of the players.  Reliable currency was one very effective way to accomplish this goal.

That said, tour point about arbitrary spending in "reliable currency" games is well taken.  Such a situation equally devalues the fiction.



 

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