thread: 2005-11-10 : Open House: Ask a Frequent Question...
On 2005-11-17, Collin M. Trail wrote:
So, some games seem to have a focused enough concept to keep all the players on the same page regarding what the genre is and what kinds of issues will be addressed through play, and thus the characters they create are unlikely to be incompatible. But those games only work when I want a genre and CA that I game I own is tailored too.
When I try to get a game together using a system with a broader range of possible focus, I often see players design characters that seem incompatible for the same game. Now, this can be improved to some degree by creating characters as a group and communicating about goals for the game. But when I have tried this angle, I've run into the wall that not everyone is equally articulate or even aware regarding goals for the game.
What kind of help could system provide? Have you seen any techniques that are good for making people aware of these issues and getting them all on the same page before play starts?
This makes WMW go "TSOY Keys"
This makes CMT go "Not Familiar..."
I've heard of The Shadows of Yesteday, but don't know anything about it. And I certainly don't know what keys are. Would you care to elaborate on them?
This makes WMW go "Keys = pre-defined goals, motifs, obstacles"
The Keys the GM creates are a common library of possible thematic pieces for players to pick from.
This makes NK go "Keys == Awesome! Yay Clinton!"