anyway.



thread: 2011-04-12 : A background in Principled Freeform

On 2011-04-18, Vincent wrote:

Alex: I create rules to play how I can't play without them. My games give you good things that our Ars Magica game didn't have.

I wouldn't design a game to give you what we got out of that Ars Magica game. If you want that stuff, you can just have it, you don't need a game to help you.

Simon: Since it did create real pressure, what do you think the unstated principle (or principles) might be?

William: When we started the Griffin's Aerie game in 1998, Meg, Emily and I, one of our founding principles was to be overt in our negotiations. We'd done covert negotiations for years, in our various groups and various games, but Griffin's Aerie was specifically and intentionally a break from that. We wanted to play together as equals, not manipulate one another.

It didn't entirely work out. We stopped playing because, over the last couple of years of the game, what we wanted had developed to the point where only genuine rules or covert negotiation again could give it to us.



 

This makes...
initials
...go...
short response
optional explanation (be brief!):

if you're human, not a spambot, type "human":