anyway.



thread: 2012-06-25 : "Conflict" "Resolution"

On 2012-06-26, Josh W wrote:

Man, this is a weirdly fruitful line of inquiry, I've made two big fat comments full of ideas from this, but they're still too ramble-y!

This bit is easily disentangled though:

The big transition in mindset I noticed when going from Task->Conflict is about flagging up the intentions and values of characters.

There were other bits of it too in specific games like "let it ride" and player empowerment via characters, fastforwarding to the bits with people in them etc. but I think you can happily separate those out.

But that the game allows you to mark the "why" element, so that all the other players of the game can tune in and be a part of exploring it, is quite an important thing.

Bringing down the pain, pushing, etc, immediately mark out the subject of the conflict as important, even if you didn't think it would be before, and it'd be cool to have moments in other games where you naturally send up a "this is significant" flag, even if it's not immediately linked to other characters.

Whether or not you win, activating these mechanics cues everyone in to this being a particularly significant moment.

Sort of interesting to me that apoc world doesn't seem to have any of these "moment of truth" type mechanics, or obvious marking of the character's issues. My gut impression is that it gives over this job of revealing values to the GMs "question asking" job, the hard choices, and the read a person/brainer moves, but I'll have to think about what difference that makes.



 

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