anyway.



thread: 2011-10-19 : Murderous Ghosts for Halloween

On 2011-10-25, Alex Abate Biral wrote:

Vincent, thanks a lot for explaining about that loop's role in the game. I imagined it would be something like what you said, but I never realized that the spelunker's personality was so cut and dried.

In fact, I wonder if you don't have similar insights into your other games. I for one would love to hear this kind of commentary on Poison'd or Apocalypse World. For example, were there similar genre considerations for the stuff each character in AW can say when we define the Hx?

Hey Simon! Maybe I am completely wrong, but if I groked what Mr. Baker said, this has a big impact in the over all strategy. A lot of things in Murderous Ghosts is decided by the GM's choice of what is appropriate. By setting yourself up as either type of spelunker, you make certain types of actions flow better. For example, I think it is easier for a humane spelunker to rouse the ghost's pity than a shallow one.

And about your comment of a fundamental difference, I think that both in Murderous Ghosts and D&D, victory and defeat are deeply linked to the fiction. In D&D, your gold, your deeds, your possessions, they act like a score. In MG, you win if you escape, or maybe if you help it finish its unresolved business. Both have your victory linked to the fiction. The difference seems, to me at least, that MG acknowledges that you won, while D&D is played more to beat your score. Another difference is that D&D doesn't set for you what exactly means to do well or to win, it leaves up to the player to decide that.



 

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