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At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now
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<blockquote data-quote="Manbearcat" data-source="post: 8590095" data-attributes="member: 6696971"><p>I don’t have time to dig too deeply into the various topics here. I’ll get to that tomorrow/this weekend.</p><p></p><p>However, one thought occurred to me and I wanted to offer it.</p><p></p><p>I ran a Cult game of Blades in the Dark for [USER=1282]@darkbard[/USER] and [USER=20459]@Nephis[/USER] . That game was about 10 sessions or so and probably 7ish play loops?</p><p></p><p>It ended in an inferno of cult-insanity. Darkbard’s PC lured Nephis’s PC to a Spirit Well and shoved her in to “liberate” her from the Demon possessing her. Of course this killed her in the process! He was then summarily arrested (6 result on Entanglements at 7+ Heat) and thrown into Ironhook Prison for life into the criminally insane ward (which he clearly was).</p><p></p><p>That_game_was_awesome.</p><p></p><p>They “lost” but we “won” in the experience and resolution of going for the ride of these characters deranged spiral. It was as Story Now as a Blades in the Dark game could possibly be. It kind of felt like a game of Sorcerer or a game of My Life With Master where we end up asking “wait…are we the baddies?”</p><p></p><p>So I think there is a large component of this that hasn’t been mentioned yet. That part is this:</p><p></p><p>* How clear and explicit are the Player Best Practices laid out in a particular game?</p><p></p><p>* How well are they integrated into the actual edifice of play such that, if you do what those PBPs say, you’ll invariably experience a coherent, riveting Story Now ride?</p><p></p><p></p><p>So I think that is another, extremely important angle to consider.</p><p></p><p>EDIT -</p><p></p><p></p><p>That game was awesome and it was as Story Now as it gets. <em><strong>Fedallah and N'er </strong>"lost", but <strong>we (the participants)</strong> "won." </em></p><p></p><p>I'd say that is <em>one of</em> the necessary preconditions for a game to be Story Now capable.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8590095, member: 6696971"] I don’t have time to dig too deeply into the various topics here. I’ll get to that tomorrow/this weekend. However, one thought occurred to me and I wanted to offer it. I ran a Cult game of Blades in the Dark for [USER=1282]@darkbard[/USER] and [USER=20459]@Nephis[/USER] . That game was about 10 sessions or so and probably 7ish play loops? It ended in an inferno of cult-insanity. Darkbard’s PC lured Nephis’s PC to a Spirit Well and shoved her in to “liberate” her from the Demon possessing her. Of course this killed her in the process! He was then summarily arrested (6 result on Entanglements at 7+ Heat) and thrown into Ironhook Prison for life into the criminally insane ward (which he clearly was). That_game_was_awesome. They “lost” but we “won” in the experience and resolution of going for the ride of these characters deranged spiral. It was as Story Now as a Blades in the Dark game could possibly be. It kind of felt like a game of Sorcerer or a game of My Life With Master where we end up asking “wait…are we the baddies?” So I think there is a large component of this that hasn’t been mentioned yet. That part is this: * How clear and explicit are the Player Best Practices laid out in a particular game? * How well are they integrated into the actual edifice of play such that, if you do what those PBPs say, you’ll invariably experience a coherent, riveting Story Now ride? So I think that is another, extremely important angle to consider. EDIT - That game was awesome and it was as Story Now as it gets. [I][B]Fedallah and N'er [/B]"lost", but [B]we (the participants)[/B] "won." [/I] I'd say that is [I]one of[/I] the necessary preconditions for a game to be Story Now capable. [/QUOTE]
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At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now
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