anyway.



thread: 2011-01-10 : Social Context and Design

On 2011-01-18, Vincent wrote:

Tom: Irregular players isn't Apocalypse World's ideal. You have to worry about it a little, make accommodations, decide whether you're going to play anyway, and come back with a love letter. But that suits the (notional ideal) group just fine - irregular players is something that group can deal with but doesn't prefer.

An intermittent player-specific playbook is a great idea. I'd love to see what you come up with.

Per: Oh sure. Like Bret says, exactly. I say "I designed Apocalypse World for Meg's ideal group," but I definitely designed it to my own tastes too. A game that Meg's ideal group would love and I'd love to play with them.

Mike, Jeff & everybody:

I had a group of people who came up with their own situation, ready for conflict, and who are interested in those kinds of stories, and who like to play games (and most like to play RPGs specifically) but when it came to actually playing/performing, it was a bit awkward. Should I attempt to design the game to draw out the performance aspect, or is that a social context factor I should assume needs to be present already?

Yes! Yes! That's exactly the question.



 

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