anyway.



thread: 2005-05-03 : Creating Theme

On 2005-05-03, Victor Gijsbers wrote:

Wait, I do have something more useful to say. You say that theme has the structure: "... causes ...". Does this mean that players in a narrativist game must not only have control over thematic choices of their characters, but also over the results of these choices?

Ron always explains things this way, I think: "There is value A and value B, and here is a situation in which they are in conflict. What do you choose? A? Good. Now, what about this situation? Still A, eh? And what about this, even worse, one?" Here it is the choices that create theme.

But in your scheme, the actual results of the choices figure in a major way. Is this necessarye in roleplaying games? How do current Nar-games empower the players to decide on the effect of their choices?



 

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