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<blockquote data-quote="AbdulAlhazred" data-source="post: 8320877" data-attributes="member: 82106"><p>Yeah, I should edit my HoML 2 notes and then I can get on it. lol.</p><p></p><p>Well, I certainly spent the 1990's beating my head on the wall of trying to make 2e do that stuff. I mean, just trying to make 2e do what 2e said it could do! I never did make that work. I tried excessively detailed setting and highly scripted metaplot. THAT didn't work! I tried more fine-grained detailed and realistic rules before that, and that wasn't leading anywhere either. I got too wrapped up in non-gaming stuff to pay too much attention to the whole industry for 8-10 years until 4e came out, by which time the indie game movement was flourishing and I found very quickly that the 'narrative resolution' style processes were MUCH better at getting textured story with a variety of less totally gamist outcomes than anything traditional games seemed capable of. I have since revisited most of the trad games I had been familiar with in the past, and not found anything in any of them that changes my opinion. Obviously I'm open to the possibility, but at some point one must draw conclusions and move on...</p><p></p><p>Well, perhaps. I mean, I haven't found that I personally needed a formal transition process beyond "This SC has ended, go back to Interlude and see what happens next." I did toy at one point with a sort of process that you could use to manufacture setting elements in a structured way, which could then trigger challenges or combats. I'm not sure it is really all that needed, though maybe for HoML2 it could be adapted as sort of a "how do you get caught up in the Legends and Myths" sort of thing.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8320877, member: 82106"] Yeah, I should edit my HoML 2 notes and then I can get on it. lol. Well, I certainly spent the 1990's beating my head on the wall of trying to make 2e do that stuff. I mean, just trying to make 2e do what 2e said it could do! I never did make that work. I tried excessively detailed setting and highly scripted metaplot. THAT didn't work! I tried more fine-grained detailed and realistic rules before that, and that wasn't leading anywhere either. I got too wrapped up in non-gaming stuff to pay too much attention to the whole industry for 8-10 years until 4e came out, by which time the indie game movement was flourishing and I found very quickly that the 'narrative resolution' style processes were MUCH better at getting textured story with a variety of less totally gamist outcomes than anything traditional games seemed capable of. I have since revisited most of the trad games I had been familiar with in the past, and not found anything in any of them that changes my opinion. Obviously I'm open to the possibility, but at some point one must draw conclusions and move on... Well, perhaps. I mean, I haven't found that I personally needed a formal transition process beyond "This SC has ended, go back to Interlude and see what happens next." I did toy at one point with a sort of process that you could use to manufacture setting elements in a structured way, which could then trigger challenges or combats. I'm not sure it is really all that needed, though maybe for HoML2 it could be adapted as sort of a "how do you get caught up in the Legends and Myths" sort of thing. [/QUOTE]
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