anyway.



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

On 2011-01-22, Zac in VA wrote:

Damn my Enter key and its overeagerness.
Anyway.

Vincent,
My friends and I just started up a really cool project, and it happened really organically, irrespective of how much Social Context stuff I've been reading lately - we've started up a private wiki to put up a bunch of RPG designs we're working on.
Not just that - all the designs share the following constraint: "Must make sense for just the three of us to be able to pick up and play."
So! All of our games are going to be very ready-to-go, low-pre-play-prep, and easy to grasp, without a lot of explicit layers.
One of my compatriots has a theater background, and is working on "warm-up" games, to get creative juices flowing on short notice.
Also, that game you had posted up a million years ago, with knights, and a stat called "Hale"? I'm finally writing my homage to it - - "Fairytale Knights". Huzzah! Long live social context, and how it drives design (whether we like it or not)!
I'm especially excited that this is happening, because as much as I enjoy a group of four or five and a multi-session mini-campaign, it's really hard to make both happen 'round here.



 

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