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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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<blockquote data-quote="Lanefan" data-source="post: 8121687" data-attributes="member: 29398"><p>Having played it with its creator as GM, my take on Braunstein is that it's perhaps more akin to a costume-less LARP than anything else. </p><p></p><p>There's very little setting description: there's a town, a university, and one or two other places, all in an area likely to be overrun by invading forces before long; and the players take (or are given) specific roles e.g. town mayor, university student, travelling bookseller, etc. to play within that setting. If memory serves, each player then gets a short handout regarding their 'character' and its relationship with some others, along with some in-game goals, after which the players are turned loose to give their characters whatever personality they like and then try in-character to achieve their goals via interaction with other characters.</p><p></p><p>Each location in the game is assigned a different space within the play area. When I played it we were in a condo: the area near the sofa represented the town, a space by the kitchen door was the university, and so on; such that if (for example) someone went in-game from the university to the town it would be obvious to anyone paying attention that they had done so because the player had just walked from the kitchen door to the sofa (and this is where it verges a bit into LARP territory).</p><p></p><p>Yeah, I'm sort of in this camp. In an ideal game the players would have thier characters just do what they do and the mechanics would self-run in the background...kind of like a completely open-ended MMORPG that could adapt in real time to players doing/trying unexpected or unforeseen things.</p><p></p><p>Interesting point.</p><p></p><p>Your homework for today, then, is to write that theoretical elaboration. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> (j/k)</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8121687, member: 29398"] Having played it with its creator as GM, my take on Braunstein is that it's perhaps more akin to a costume-less LARP than anything else. There's very little setting description: there's a town, a university, and one or two other places, all in an area likely to be overrun by invading forces before long; and the players take (or are given) specific roles e.g. town mayor, university student, travelling bookseller, etc. to play within that setting. If memory serves, each player then gets a short handout regarding their 'character' and its relationship with some others, along with some in-game goals, after which the players are turned loose to give their characters whatever personality they like and then try in-character to achieve their goals via interaction with other characters. Each location in the game is assigned a different space within the play area. When I played it we were in a condo: the area near the sofa represented the town, a space by the kitchen door was the university, and so on; such that if (for example) someone went in-game from the university to the town it would be obvious to anyone paying attention that they had done so because the player had just walked from the kitchen door to the sofa (and this is where it verges a bit into LARP territory). Yeah, I'm sort of in this camp. In an ideal game the players would have thier characters just do what they do and the mechanics would self-run in the background...kind of like a completely open-ended MMORPG that could adapt in real time to players doing/trying unexpected or unforeseen things. Interesting point. Your homework for today, then, is to write that theoretical elaboration. :) (j/k) [/QUOTE]
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