thread: 2011-09-08 : Trad vs Indie: FIGHT! pt2

On 2011-10-15, Josh W wrote:

I've noticed that in a game a friend of mine runs, the power of paper; GM writes stuff down and the players don't, so the natural erosion of memory will allow you to be suprised by your own ideas! I imagine that means that the game is naturally long form; an intro of expectation-building content as you work on their ideas, then the really cool stuff starts popping up. How many sessions does it take to get in to it?

On the black box question, that's why I was asking about missions earlier, I was wondering if there was an area demarcated where players have full decision/consequence loops, like "whatever the consequence of your mission, x will happen, but let's find out how the mission goes"?


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