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The World of Inzeladun/Conan d20 Forum
General Discussion
Role-playing Theory
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<blockquote data-quote="Grimhelm" data-source="post: 2653672" data-attributes="member: 37079"><p><strong>Summation</strong></p><p></p><p>Okay, here is what I am hearing.</p><p></p><p>1. We need a new system for our current games in Inzeladun and possibly Arenaia.</p><p></p><p>2. This system should minimize the influence of magic, speed up combat, and be simple enough as to be invisible during game play.</p><p></p><p>3. It is not combat we love so much as conflict. Tension. Whether this is something that needs to be fought or reasoned out, sense of danger and tension are two essential qualities to a game.</p><p></p><p>4. I would add one more essential feature to games: Character/player emotional investment.</p><p></p><p>In my Arenaia games, many of the adventures were about creating tension and character motivation. The discovering of Amber's father dead was about the most chilling and emotional moment I have ever had in a game of this kind, but it worked. Not only was there immediate tension/hatred/ and desire to kill every living Ghazali bastard on the planet, but it took place after much mystery, confusion, and dramatic tension. There was combat, but it was never combat just for combat's sake. Let's face it, even in a fantasy world, people aren't out there just killing each other without fear of reprisal.</p><p></p><p>Anyway, what I am getting at is this: Let's play in Arenaia. Vince, would you like to roll up a character? We could pick up where we left off in the last adventure with the Pegasi and continue on to Canu. Vince's character could move in and fill the void left by Rowena. I am ready to play. Any takers? Since Arenaia is still a fledgling world, it makes more sense to me to try a new system with it, rather than Inzeladun. Perhaps we could monkey around with a new system and then if it works, introduce it to Inzeladun. We can use Arenaia as a play-testing arena. What say you?</p></blockquote><p></p>
[QUOTE="Grimhelm, post: 2653672, member: 37079"] [b]Summation[/b] Okay, here is what I am hearing. 1. We need a new system for our current games in Inzeladun and possibly Arenaia. 2. This system should minimize the influence of magic, speed up combat, and be simple enough as to be invisible during game play. 3. It is not combat we love so much as conflict. Tension. Whether this is something that needs to be fought or reasoned out, sense of danger and tension are two essential qualities to a game. 4. I would add one more essential feature to games: Character/player emotional investment. In my Arenaia games, many of the adventures were about creating tension and character motivation. The discovering of Amber's father dead was about the most chilling and emotional moment I have ever had in a game of this kind, but it worked. Not only was there immediate tension/hatred/ and desire to kill every living Ghazali bastard on the planet, but it took place after much mystery, confusion, and dramatic tension. There was combat, but it was never combat just for combat's sake. Let's face it, even in a fantasy world, people aren't out there just killing each other without fear of reprisal. Anyway, what I am getting at is this: Let's play in Arenaia. Vince, would you like to roll up a character? We could pick up where we left off in the last adventure with the Pegasi and continue on to Canu. Vince's character could move in and fill the void left by Rowena. I am ready to play. Any takers? Since Arenaia is still a fledgling world, it makes more sense to me to try a new system with it, rather than Inzeladun. Perhaps we could monkey around with a new system and then if it works, introduce it to Inzeladun. We can use Arenaia as a play-testing arena. What say you? [/QUOTE]
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