thread: 2006-01-19 : Shock: and Conflict Creation
On 2006-01-24, Emily wrote:
Just an observation: I've been grappling with the issue of how to encourage players to be able to provide challenging adversity that plays into their opponent's character concept & interests in the game. Ben pointed me toward Capes as a great example of a game that does that. In discussion, he pointed out that exactly what it does is to train you (via rewards etc) to find outcomes that make the other players really not happy with them & fight hard to make them not happen. This drives play. Very different from "both sides are okay".
This makes ecb go "Gangbuster saved by little Timmy..."
...during a game of Capes at Dreamation was a wicked beautiful moment. Too touching for farce. Should get Tony to tell the story.