anyway.



thread: 2015-04-27 : Followup Questions from Owen

On 2015-05-15, Marhault wrote:

JC here, sorry for the delay!  I'm not sure I can answer the question simply, Vincent, but I'll try.

If the purpose of rules text is to structure the conversation that we have when playing the game, then associating the rules' direction to particular players with a clear goal is a great way to deliver that structure.  "Let's make a story" is a very unclear goal, and "Let's make a story about folks getting murdered by ghosts" is only a little bit more clear.

Once you put a win condition on it, every single instance of decision making serves a clear purpose.  "Will this help me steal from the fairies?"  "Will this help me not get killed by ghosts?"

I feel like I should also mention that this isn't new - not entirely.  You yourself were headed this way (the Agenda/Principle/Move structure in AW) and other Indie Games do stuff like this as well (Sorcerer, Polaris, DitV, MLwM).



 

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