anyway.



thread: 2006-01-05 : I suspect but can't prove...

On 2006-01-07, Joshua Kronengold wrote:

Drop the boundaries question—like I said, it's not important.

As Vincent implied, Everway's relevant here—especially in character creation, where all players get their fingers deep into all the characters, asking questions (or making suggestions) that deepen—or even change—other player's characters.  In play, the lines are sharper (except, of course, that the GM's narration power is absolute, cutting across character boundaries on conflict resolution if the social contract allows it), but the modal play allows for certain things to have been negotiated before-hand.  (Everway arguably has at least three modes—"discuss your concept", "negotiate your mechanics" and "play")

Perhaps there's a point to returning to formal character creation mode or something like it occasionally—not just because it gives a place to change things that aren't working, but also because it gives a way to work out ideas without breaking immersion-in-play, etc.



 

This makes...
initials
...go...
short response
optional explanation (be brief!):

if you're human, not a spambot, type "human":