2005-04-21 : Planned Endings
Do games benefit from planned endings? Is this another meaningful choice that the whole group should be empowered to make? How does one go about saying when a game should end?
Do designs which encourage shorter games create a different kind of play than ongoing designs, and is this kind of play superior for those of us seeking thematic and Empowered play?
There are those who say that books—like lives—only take on their full meaning after they end. Are games the same? By playing games which peter out instead of go out with a bang!, are we robbing our protagonists of crucial and meaningful stuff?
These are great "actual play" questions. Everybody, please talk about your relevant actual play!
1. On 2005-04-21, Judd said:
2. On 2005-04-21, Victor Gijsbers said:
3. On 2005-04-21, ethan_greer said:
4. On 2005-04-21, Meguey said:
5. On 2005-04-21, Chris said:
6. On 2005-04-21, Ninja Hunter J said:
7. On 2005-04-22, ethan_greer said:
8. On 2005-04-22, Emily Care said:
9. On 2005-04-22, Victor Gijsbers said:
10. On 2005-04-22, Jason L said:
11. On 2005-04-22, Jasper McChesney said:
12. On 2005-04-22, Meguey said:
13. On 2005-04-23, C. Edwards said:
14. On 2005-04-24, Hello Sailor said:
15. On 2005-04-25, Jeff Rients said:
16. On 2005-04-29, ScottM said: