anyway.



thread: 2006-01-10 : Pulling Coplayers In

On 2006-01-10, TonyLB wrote:

I think that there's more potential to pulling in co-owning than just the player with "dibs" on the character pulling.  The other players can assert co-ownership by pulling on the primary player.

If I say "No, I can't force you to have your character get angry right now ... but here's five widget points that you'll get if you do have her get angry," then I'm using a very explicit pull tactic to make you more likely to choose anger as a response.  I'm not pushing you ... I'm not trying to overpower you and force you to do my will.  But I'm not just standing there and letting you make the choice without any influence, either.

But, of course, this is stuff we've been doing implicitly for decades.  If you've got a superhero who isn't quite sure whether he's good enough to defend people, what do you do?  You have the villain gloat "Hah!  Puny citizens of Metroburgh!  I have defeated your last champion!  There is nobody to save you now!"  Now, is that a push, or a pull, or both?

Isn't providing adversity (the oldest co-ownership technique in the book) always a combination of pushing and pulling.  "Here's something that forces you off-kilter" PUSH "... and now there's this great opportunity for you to push back" PULL.



 

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