anyway.



thread: 2005-11-14 : Long and Short

On 2005-11-14, Vincent wrote:

...Wait, yeah, there's one more thing I need to say.

A story is the same thing as a character under pressure. How long a story can last = how long its characters can last.

So consider the difference between a game that systematically applies pressure to its characters and one that doesn't.



 

This makes BR go "Type of preasure can be important too."
There's a big difference between a Dog's character (preasure = do I kill grandma to make the town not go to hell?) and a Spycraft character (preasure = can I complete this mission and get access to cooler gear next time). Mission based preasure, setting based preasure, and revolving preasure (one PC at a time, never everyone at once) work well for longer games. Games where every character is constantly under dangerous personal preasure (Polaris, Mountaint Witch, Sorcerer, Dogs, etc, etc) are going to go off like bottle rockets and be done.

This makes WM go "A story is the same thing as a character under pressure..."
I love this quote Vincent. I'm going to steal that if I may (and bear it in mind whenever I GM too.) (Used the wrong link box -- could someone clean that up for me, please?)

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