Our topic this time is the length of play as it relates to game rules. As I’ve mentioned before, it’s not as simple as seeing what the rules say and obeying them; people play long or short in defiance of those rules (when present) all the time. The question is when or how the rules facilitate the decision to continue to play.
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Justin gave me a list of questions or topics for this session, and I realized they made most sense in nested form. So I grouped IIEE and relationship mechanics into the larger category of Bounce and system diagrams (specifically their feedback or activity loops), then put the whole into the biggest category of design processes as an experience.
Justin Nichol and I continue our discussion, or training, regarding game design. This session (in 5 videos) delves into the way we talk / the way we roll. The topic shifts quite logically from whether & when describing things colorfully works, to gaudy and painful consequences of moment-by-moment decision-making.
Dustin was intrigued by my statements in our first consulting session about character improvement, as well as being suspicious that I would start maundering about relationships as reward enough. I was able to surprise him a little, and the discussion was able to expand quite sensibly into his more general design regarding character death.
After setting up my little consulting table at the Palace Hotel during Lucca, I found myself tired of discourse and yearning for play. When a friend I hadn't seen for a while passed by, with a copy of Trollbabe (in Italian, published by Narrattiva) in hand, that seemed like the perfect plan.
Usually I wait a week to post Monday Labs, partly to get enough time to edit properly, partly to keep at least something on a regular cycle at the site. But this time I couldn't help myself, it's been only two days and here you go.
Oh golly, let’s see a bunch of guys over-share about how much their characters have been having sex!! ... for those few of you remaining in the room, you’ll see us talk well beyond the boilerplate. Sex has been freed-up in role-playing over the last decade and a half. This seems to have freed us as well into dialing-back and modulating how it plays into everything else, to find some new things this medium-and-activity can do.
"Everyone knows" what sandbox means. Except that it was a term 'ported into table-top role-playing from another medium and adopted as fashion rather than substance, so no, I don't. Talk is cheap, whiskey costs money, and let's see if this is a thing, and if so, how many things, and if so in a given case, whether it's something you really want to play in.