Wednesday, August 23, 2006

Personally, I'd read #2

Two incredibly useful threads at the Forge.

One, discusses
how to start conflicts in Primetime Adventures – and it’s suggesting taking a WAAAAY less overt approach than I’ve used in my games. Jenni, I think you’d be particularly interested in this post. Look how it’s saying you don’t explicitly describe how a conflict will play out; you just identify that the conflict is a-brewing, play your cards and take the results into account.

That's very different to how we approached our Buffy game, and it really makes me want to play PTA right now, to try it out.

Two, which discusses the RPG 'Bachannal', and
how to approach roleplaying that has an erotic content.

Filed in:


hix said...

Three, a leisurely paced discussion of Creative Agenda. Academic, but also a good illustration of two people trying to understand each other.

Luke said...

When I was recently thinking about conflicts for PTA with our Thursday group, I suggested that people consider it in terms of "wants". As soon as you want something and something is preventing that from happening, then you are at a conflict. Play the cards and then narrate out how they get what they want or not.

It seemed to work very well as it gave the players an idea when to call a conflict i.e. when they were really wanting something to happen and were unsure whether it would.

This seems similar to what Ron is saying here by focussing on what the PC wants but not the actual outcome which comes after the test is completed.


hix said...

Sounds good, Luke. Playing it that way would have prevented some of the more noticeable train-wrecks during our recent Buffy PTA game.

hix said...

Four, this post by Clinton Nixon solves some problems for me about how much art The Lucky Joneses should have in it, AND provides a simple design philosophy.

Five, Mike Holmes makes a simple point that has implications for both gaming groups and the writing table. Everyone has the right to say what they do and don't like about what's going on.

Luke said...

We should compare train wreck stories at some stage. I find hearing about things going wrong almost as useful as when things go right.

Jenni said...


It *was* too meta!

hix said...


Jenni, this is a continuation of that discussion, over at Story Games.