anyway.



thread: 2005-06-06 : Immersion, Rewrite

On 2005-06-08, timfire wrote:

[shameless pluge] I believe The Mountain Witch meets all four of these criteria.[/plug] But still, I have some comments.

[1] The affirmed rightness of your vision

While agree with the principle, I'm not sure about this:

Your fellow players share ownership of your character

Maybe you could elaborate? I might be misunderstanding your intention, but I don't believe any sort of communial ownership is neccessary. TMW doesn't require it. I believe tMW affirms the players vision through the fate rules. Fates allow players to contribute anything they want to the game that relate to the fate in question. Also, no one else can controdict those contributions. This ensures that the player's vision is both ensured and protected.

But character fates and development definitely get intertwined, so maybe that's the type of thing you were referring to.

[4] the degree to which the mechanic requires a state of mind which is similar to the PC state of mind.

TMW does this, but I'm still thinking about it. Let me see if I can express my thoughts... I believe the mechanics should support the experience the designer envisions. That may or may not line up with the character's feelings.

For example, in tMW, the trust system + fates create a slight enease and possible mistrust among the players. Generally speaking, this matches the mindset of the characters. But depending on the situation, an untrusting character might end up giving away a ton of trust points, or a trusting character might end up giving away minimal points (like Judd's character's in relation to your character at the end of our game at Dreamation).



 

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