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.
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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.
Here's a good example of what Actual Play posting here can be: reflections afterwards. I recommend it. Here the game author is involved and thus rules questions abound, but whoever and about whatever is totally OK too.
For Circle people, the rules questions included how order-of-action relates to groups, and some math concerning the components in a venture, both of which did require some clarification of the text.
We met again to keep playing Tales of Entropy, and I think we're getting a good look at how "story" happens, or perhaps, an exercise in whether fictional events are or are not a story. It won't surprise anyone to know my position: that the more we anticipate and compose a story, the less we do create one.
The absolutely nascent stage of game design sometimes isn't any different from how you found yourself spinning some feature of some other game you happened to be playing. One may even "know" that hey, wherever I go with this will be something different, even when still thinking so closely to the primary experience that it's pretty much the same as tweaking it at the table.