anyway.



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

On 2011-04-13, David Berg wrote:

Vincent, cool.

1) "Strains and competing player interests" = "good place for mechanics" makes sense to me.

I guess we're all applying our own judgments of what's likely to be a strain.

I'd like Delve play to spend as little time interacting with formal cues (e.g. rolling dice) as possible.  For that reason, I've been reluctant to create mechanics for principles that I know players can learn through practice.  After a few sessions of being told "once you stop making progress, try something else" my players got used to it and now it's second nature and our play is way better.

But, for sharing Delve with a wider audience, that may not be feasible.  "We beat our heads against a wall and it wasn't fun; we should stop that" is probably less functional feedback than "I didn't earn any Artha; I should try to write better Beliefs."

2) I am a slow reader, but will start digging through those old Forge threads.  If I can think of anything useful to say on that front, I'll chime in on the Background in Principled Freeform thread.

3) The one question from this thread that remains half-answered in my mind is the "type of guarantee" issue from post #90.  After that, I expect I'll be ready to call this discussion a wrap!



 

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