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Paul_T

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  • Oh, I know! You brought up your D&D game in response, so that’s where the roleplaying came back into the conversation. I was responding to you with that comment, in other words.
  • I’m not at all against that in principle. I’m just trying to mull it over and see what’s new about it. To me, it sounds like good old roleplaying, right? We’ve got modules and books of setting content and scripted material and GM notes and character…
  • (Much thanks! That’s a powerful and heart-baring essay.)
    in Safety tools Comment by Paul_T 5:41AM
  • How did you place the relatives “before seeing rock”? Did you just dictate it to the players, or what? Also, what setting and moral code did you use? Dogs reskins are fascinating
  • Coming to the table with inflexible ideas is a dangerous thing. “Play before play”, some people call that. I find the idea of using explicit story structure like this in gaming very interesting, but it’s rarely done well. Perhaps it’s a bit of a de…
  • (I’m sorry, but who is Lee?)
    in Safety tools Comment by Paul_T 5:35AM
  • I really like how there's all this room to explore pre-written material in these games, Vincent! I've played In Dreaming Avalon a few times, and people always loved hunting down the ogre (for those unfamiliar, it's a whole more-or-less predefined se…
  • @AlexanderWhite, I love the clarity and fluency you clearly have with this tool: you've done this before! Are your actual outlines gibberish because they're in shorthand or some such?
  • I dig the summary/highlights! Wish more podcasts were so informative.
  • Here's an interesting case of a "blorb" related dilemma - I think @2097 might enjoy or appreciate this one, since it's related to some of her recent ponderings: We want the Dogs to have Relationships with people in the Town. We want these to be ju…
  • I know of this game! A similar one appeared in The Parking Lot is Full. Sadly, I've never been able to gather enough players to play.
    in Cards Comment by Paul_T June 15
  • Sandra, Right! AlexanderWhite, That’s great! I like how pithy that is. Really top notch. Any chance I could talk you into sharing an example of how theme + Harmon circle makes an outline you use to create a story? (Talking about writing here, no…
  • Ah! We didn’t know that. I’m pretty sure “addressing the premise” is Forge vocabulary. At least, I’ve never heard or seen it in any other context.
  • Ok, I get that now. How does it apply in this case? What would that look like in play?
  • +1!
    in Safety tools Comment by Paul_T June 15
  • Would you be so kind as to give an example of the second description. My guess is: You and I are standing on the bridge, trying to beat the spy into submission. You're pinning him to the railing and I'm screaming at him: "Are you the one who maste…
  • Emma's take is my understanding of IWNAY, as well, but I'm no expert on the topic. FWIW.
    in Safety tools Comment by Paul_T June 15
  • OK, but I don't understand the whole "frame trap" idea, so you might need to explain that in more detail. Sorry! Not following you just yet.
  • I ran Dogs for two new groups of players this week, and we used this procedure. Character creation wasn't totally random, but I'd offer to roll on these tables maybe 2/3 of the time, and we got some good Traits and things out of it. The section for…
  • Interesting! What are some examples of things that we interact with in play that are NOT part of this definition? Where are its boundaries, in other words?
  • What I was wondering about with the Characteristics and GM prep is what play might look like if they’re totally divorced. (Although your “review Characteristics that didn’t get hit and rewrite them” might correct it.) If the game is all about fight…
  • That’s a great analysis, Thanuir. (It also sounds familiar: like a lot of D&D play I’ve been involved with.) I’d say the usual Forgite perspective on this is that you don’t need to worry about CA too much UNTIL you run into a problem at the tab…
  • You could borrow the AW mechanic there: When you’re wounded, you’re in an “unstable” condition. (Bleeding, etc) You need to be “stabilized” (medically) or you’re in danger of dying. Then you just say that someone who’s “unstable” has 0 hit point…
  • I ran another session in the same way (different players, except for one). The same questions come up: The game is in a funny middle ground between traditional and non-traditional. How much leeway should the GM exercise to use dramatic coordinatio…
  • Also: Nice job! Some notes: You might want to specify what happens to HP when a character can’t spend enough to avoid an attack. For example, a skeleton deals 5 damage but I only have 3 HP left. I’m wounded now, but what happens if they attack a…
  • Woohoo! Thanks for the shout out, Sandra.
  • Thanks, Sandra! Some great insights there. Very interesting to hear about all this!
  • @2097, the main feature that we used when I played with the Support Flower was the “share enthusiasm” type function (I don’t remember how it’s actually worded on the flower). I’m not even sure if we used any others! It was REALLY helpful. I can try…
    in Safety tools Comment by Paul_T June 14
  • @Thanuir, I actually really like that unicorn example. That illustrates something in a very clear and clean way! Nice. I can get on board with that.
  • Earlier, I said that what disturbed me about this line of thinking (although I'm getting less and less certain that I actually follow any of this conversation, frankly - it's starting to seem a lot like a "word salad" at this point, but maybe that's…
  • This is a great post and a great discussion. I don't have a great deal of personal experience with these things, because I haven't ever encountered anything really, truly upsetting to me in an RPG (but I also am quite discriminating about what I pla…
    in Safety tools Comment by Paul_T June 14
  • Sandra, I'd really like to hear more about how your conversation dynamics have shifted in your game. Are you saying that the petition stuff *used to* work great, but now, without changing those rules, people are engaging with them much less? Does t…
  • This is very cool, Matt. I really like how much clarity this provides for D&D, character development, and how that interacts with TIBFs and Inspiration. It's quite insightful, and really lays bare what you see as the purpose of these mechanics.…
  • I could also clarify about "Luke Crane's controversial definition of RPGs": I think it illustrates that, as Thanuir has done here, you can make a fairly convincing argument that roleplaying, as an activity, often/always comes down to moments of mor…
  • This is actually a very clarifying discussion, I think. Those last few posts outline the issue at stake nicely. Would it be fair to say that the summarize this whole debate we've been having pretty well? I accept something like @Neurotrash's inter…
  • It exists at the level of social contract, license, credibility, and authority. This is really well said, and super clear. Nice.
  • Right! I should have been more specific - the idea in the top post is interesting. The rest of the thread is probably best avoided! Sorry about that. I thought about including a note but didn’t have time to type that out. It is not pleasant reading…
  • I said I'd back out of the conversation, but it seems rude not to answer a question, so I'll do so and then back away: I have no follow-up questions. "The defense rests," as they say in those terrible procedural court drama TV shows. (I don't wa…
  • This may be relevant to you, @Thanuir - http://www.story-games.com/forums/discussion/10218/my-incredibly-controversial-definition-of-rpgs/p1
  • @Jeph, I'm not sure where you got the idea that I was portraying your views in a certain way. I think you and I moved past the whole "rules as the physics of the game world" analogy several pages back (or, well, I'm taking your word for it, anyway)…
  • I think (?) you know that @jenskot was the first person I ever played Dogs with, so everything I learned, I learned from him. Well spotted on the NPC technique (although I've never actually seen it in practice!). The really heretical part, though, …
  • Ooh, cool stories! Excellent. That orthogonality isn't trivial, though: Sandra's design efforts here are going in interesting directions. I disagree with Paul that she's just resurrecting the old "the rules are the physics of the world" model. If …
  • I think that as long as you're clear about what you're using and why and where, there's no trouble (so long as you're clear! I've made the mistake of trying to mix things before). Simple examples: * We're playing a relationship drama; a family mee…
  • Next: * What is the role of GM prep in relation to a Narrativist agenda, in this instance? Even though the prep for the game is fairly old-school, does it serve the game to inject more thematic elements into my prep, now that I know who the charact…
  • Now, on a more specific topic: Of course, given the discussions we're having lately, I can't avoid but look at all the steps I'm taking through the lens of our discussions on Narrativism, the 'game state', 'blorbiness', and so forth. Dogs ("DitV"…
  • I really like the awareness on all sides of how to set up the order of events properly: you ceding GM responsibilities, the other player sharing his note, and so forth. It speaks to a high degree of self-awareness as well as familiarity with the gro…
  • What an awesome story. I love it! (And I really hope Sandra gives it a name, like the "mirror story" and the "Ice Moon story". ) I hope your sense of betrayal was more one of surprise than of legitimate disappointment in your friends, because that…
  • Sounds like fun! I like this kind of creative constraint. I'm preparing for a game of Dogs in the Vineyard right now, and the Town Creation rules create a similar constraint: since they have a finite number of steps, the procedure gives me a clear s…
  • I actually think your example is a perfect illustration of precisely why authority and credibility are the core issue! The special ability from the core book and the marble in the hand give the player authority and credibility (almost unimpeachable…
  • Good thoughts, Vivificient! It's cool stuff. I'm not sure if you answered my last question there, though. (Unless it just varies so much, and gameplay time varies so much, that you couldn't really say. I could see that!)