anyway.



thread: 2011-02-21 : Into the Unknown?

On 2011-02-23, Josh W wrote:

David I'm risking confusing things here with too many voices, but I think I might have an example of a situation that shows how your game does something in play you don't say it does:

You know those times when the players have grabbed a magical tool from their backpack that you forgot about and used it to defeat something, and you were expecting them to do it another way?

And then the between-games headache of having to account for those possible uses for items they have or magical principles they know? So you can set up situations that don't just reduce to previous solutions?

That seems like a big part of the fun of your game, and the prep for it respectively.

Vincent, is that the cool sort of thing your talking about?

In which case I'd say that part of the point of having a starting point towards a solution is to insure that the game "terminates", that there is at least one solution, preferably more than one.



 

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