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Playing "storygames": Mobile Frame Zero - Firebrands; and Showdown
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<blockquote data-quote="pemerton" data-source="post: 9881028" data-attributes="member: 42582"><p>From my perspective, the way this happened was that while you - as Carda - and [USER=6696971]@Manbearcat[/USER] - as Sir Gilroy - were fighting your duel, I worked through a solitaire, which is what the game says a player is allowed to do if they're not in the current main scene.</p><p></p><p>I'd made my notes and everything, including <em>that I look hopeful</em> and <em>that you’ve heard I’m trying to bargain for an offworld transit for a Bantreash noble</em>. And then Sir Gilroy was killed! So my hopes were rather dashed. It generated a nice alignment of player experience and PC experience.</p><p></p><p>I think that's also an example of what I mentioned in the OP, about the need to be faithful to the fiction. When I was looking through the solitaire options, I saw the one about the transport arriving tonight, and it fitted right in with what [USER=6696971]@Manbearcat[/USER] had established for Sir Gilroy, of wanting to get off world to have medical treatment. So it leapt out at me as the "natural" choice, particularly given the hangar scene. I don't know if Soni was in love with Sir Gilroy or anything, but the conversation over dinner had established some sort of connection (even though Soni had gone ahead and had him kidnapped).</p><p></p><p>Because the solitaire options are nicely constructed, I reckon that other players have probably had similar sorts of experiences, where something leaps out at them, and it then builds some sort of dynamism or twist into the overall unfolding situation.</p><p></p><p>The prompts are nicely done - <em>especially(</em> the solitaires, or at least that was my experience on the first attempt - but I agree that a bit more practice would help smooth out some of the practical issues we had around keeping track of the back-and-forth, and the transition issues that we had a couple of times both within scenes and between scenes.</p><p></p><p>Like, I think in the dance there was a bit where we had to do a bit of double-checking to work out whose go it was. And maybe also at one point in one of the duels?</p></blockquote><p></p>
[QUOTE="pemerton, post: 9881028, member: 42582"] From my perspective, the way this happened was that while you - as Carda - and [USER=6696971]@Manbearcat[/USER] - as Sir Gilroy - were fighting your duel, I worked through a solitaire, which is what the game says a player is allowed to do if they're not in the current main scene. I'd made my notes and everything, including [I]that I look hopeful[/I] and [I]that you’ve heard I’m trying to bargain for an offworld transit for a Bantreash noble[/I]. And then Sir Gilroy was killed! So my hopes were rather dashed. It generated a nice alignment of player experience and PC experience. I think that's also an example of what I mentioned in the OP, about the need to be faithful to the fiction. When I was looking through the solitaire options, I saw the one about the transport arriving tonight, and it fitted right in with what [USER=6696971]@Manbearcat[/USER] had established for Sir Gilroy, of wanting to get off world to have medical treatment. So it leapt out at me as the "natural" choice, particularly given the hangar scene. I don't know if Soni was in love with Sir Gilroy or anything, but the conversation over dinner had established some sort of connection (even though Soni had gone ahead and had him kidnapped). Because the solitaire options are nicely constructed, I reckon that other players have probably had similar sorts of experiences, where something leaps out at them, and it then builds some sort of dynamism or twist into the overall unfolding situation. The prompts are nicely done - [I]especially([/I] the solitaires, or at least that was my experience on the first attempt - but I agree that a bit more practice would help smooth out some of the practical issues we had around keeping track of the back-and-forth, and the transition issues that we had a couple of times both within scenes and between scenes. Like, I think in the dance there was a bit where we had to do a bit of double-checking to work out whose go it was. And maybe also at one point in one of the duels? [/QUOTE]
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