anyway.



thread: 2011-06-07 : Concentric Game Design

On 2011-06-09, Ron Edwards wrote:

My concern with this concept is that it treats play as a fixed entity throughout the course of real-life play in real time.

For example, what about the rule in which you get moves from other character types, or the rules concerning removing a character from play? I consider these absolutely fundamental to the ultimate reward system of the game, which concerns what the character becomes (especially in light of the insights about the apocalypse which have undergone some development by this point). Let's take this personal consideration of mine as given for purposes of my following questions.

So: even though we don't see these rules in action until well along the real-world chronology of play, do they count as filament from the beginning? Does this mean we can't talk about the whole room, containing the bulb which contains the filament, until we've played this far? Or does it mean that the whole room, containing the bulb which contains the filament, actually changes into a different construct with different components, once we've played this far?



 

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

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