thread: 2013-06-20 : The Sundered Land
On 2013-06-24, Jeremy Livingston wrote:
I really dig the effect of stringing the games together to form a narrative continuity. The result is that the whole Sundered Land package kind of blurs the distinction between minigames, subsystems, and mega-moves in the Apocalypse framework. What interests me the most right now is how you encourage players to swap GM roles from game to game. I know a lot of your design thinking is about that kind of turn-taking and collaborative GMing, so I guess I just want to hear your thoughts on that. Was this a conscious direction you chose for your design, or was it a happy consequence that fell out of the nano-game format? Is it something you want to continue exploring in the Apocalypse framework in the future?