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<blockquote data-quote="LostSoul" data-source="post: 4330424" data-attributes="member: 386"><p>Hallelujah! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>apoptosis: I think this "appeal to the world" describes a facet of play well for Sorcerer, Burning Wheel (excepting some ways of handling -wises), The Shadow of Yesterday, Dogs in the Vineyard, and - holy <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />! - even Prime Time Adventures (though not all PTA play). We could talk more about that somewhere else, if you want; I don't think this is the thread for it.</p><p></p><p>I don't think InSpectres qualifies, though - not if you add in the "Confessional" scenes.</p><p></p><p>edit: Let me explain why I think that is. It's long, so I'll sblock it.</p><p></p><p>[sblock=My experiences with Indie games]In Sorcerer, you play from your character. You make decisions as that character. You don't have the ability to randomly say things like, "And then a star fell from the sky and landed on the bad guy!" (Unless, of course, falling stars are an established part of the world.)</p><p></p><p>howandwhy99 says that there are "virtually no rules to help sink your teeth into the reality of the world." Maybe it's in Sorcerer & Sword or Soul, but when I played (just a quick game) we followed the advice there and created a very interesting world by relating it to the game rules: we defined Humanity, defined what demons were, what types of magic there was, who used it, how you used it, etc. By adding our own world to those rules, we had something that rocked - and allowed us to address themes that we were interested in.</p><p></p><p>TSoY, which I just finished a mini-campaign of, is pretty traditional. You play your character, he does things, and when you need to resolve his actions you roll for it. </p><p></p><p>Now I could say, "My guy throws the pirate monkey overboard and he's devoured by the demon sharks!" In our crazy game world, yeah, it made sense that there would be demon sharks - though I couldn't "just say" that they would devour him. And it would have been stupid if I said, "A falling star lands on him and kills him!"</p><p></p><p>We mostly used our OOC resources without any justification, but sometimes we added some. So you don't have to use them without any in-world justification if you don't want.</p><p></p><p>The game of BW I played was grounded in the world as much as any D&D campaign. I have seen some of what howandwhy99 describes here</p><p></p><p></p><p></p><p>playing Burning Empires, and I didn't like it. In later campaigns we stopped doing that (probably because I expressed my dislike for it) and the game benefitted from it.[/sblock]</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4330424, member: 386"] Hallelujah! ;) apoptosis: I think this "appeal to the world" describes a facet of play well for Sorcerer, Burning Wheel (excepting some ways of handling -wises), The Shadow of Yesterday, Dogs in the Vineyard, and - holy :):):):)! - even Prime Time Adventures (though not all PTA play). We could talk more about that somewhere else, if you want; I don't think this is the thread for it. I don't think InSpectres qualifies, though - not if you add in the "Confessional" scenes. edit: Let me explain why I think that is. It's long, so I'll sblock it. [sblock=My experiences with Indie games]In Sorcerer, you play from your character. You make decisions as that character. You don't have the ability to randomly say things like, "And then a star fell from the sky and landed on the bad guy!" (Unless, of course, falling stars are an established part of the world.) howandwhy99 says that there are "virtually no rules to help sink your teeth into the reality of the world." Maybe it's in Sorcerer & Sword or Soul, but when I played (just a quick game) we followed the advice there and created a very interesting world by relating it to the game rules: we defined Humanity, defined what demons were, what types of magic there was, who used it, how you used it, etc. By adding our own world to those rules, we had something that rocked - and allowed us to address themes that we were interested in. TSoY, which I just finished a mini-campaign of, is pretty traditional. You play your character, he does things, and when you need to resolve his actions you roll for it. Now I could say, "My guy throws the pirate monkey overboard and he's devoured by the demon sharks!" In our crazy game world, yeah, it made sense that there would be demon sharks - though I couldn't "just say" that they would devour him. And it would have been stupid if I said, "A falling star lands on him and kills him!" We mostly used our OOC resources without any justification, but sometimes we added some. So you don't have to use them without any in-world justification if you don't want. The game of BW I played was grounded in the world as much as any D&D campaign. I have seen some of what howandwhy99 describes here playing Burning Empires, and I didn't like it. In later campaigns we stopped doing that (probably because I expressed my dislike for it) and the game benefitted from it.[/sblock] [/QUOTE]
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