anyway.



thread: 2005-05-02 : Person vs. Protagonist

On 2005-05-02, Chris wrote:

Hi Ben,

The three categories were my invention, but yeah, let's toss the fourth on there as well.

Ultimately this whole thing comes down to misunderstanding the nature of what elements make things "engaging".  Big explosions make nice effects, human issues make fulfilling drama.  You can have one, the other, or both, but at no time will big explosions make fulfilling drama, or human issues make nice effects.  (yes, this is a poorly constructed analogy, but you get the point).

What is really neat to note- is that the hobby is finally getting past the terribly stilted ideas of how conflict is introduced and kept up in play.  Before it was simply on a map, random encounters, or GM fiat.  Then we got railroaded or branching events.  Now we're finally coming into group negotiated conflicts, shifting authority, and all kinds of potential options.

I hope to see the day when the mainstream folks figure out that no matter what kewl powers or nasty monsters you put in the game- it doesn't change the structure of conflict if you're still using the same old stuff to make it happen...



 

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