anyway.



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

On 2011-03-25, Paul T. wrote:

Dave,

Your "insights" are a great list: they show what you expect the players to do in play, and how it will benefit them. The list you made describes a roleplaying experience that sounds like fun to me in a way that some/many of your pitches do not. May be good material to work with!

Vincent,

Your last few posts were very thought-provoking: I can now understand better what you've been talking about when you mention these "insights" and the design process.

However, I have a follow-up question:

Can you give some description or some examples of how such insights are expressed within game design that's more freeform? We have lots of games that describe, say, human frailty by saying, "All you get is 1d4 hit points." How are such things expressed in more freeform play?

Dave's game, as far as I can see, is very, very heavily principled freeform.

(OK, ducking out of the conversation now.)



 

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