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The World of Inzeladun/Conan d20 Forum
General Discussion
What Changes to Inzeladun?
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<blockquote data-quote="Grimhelm" data-source="post: 2647647" data-attributes="member: 37079"><p>My ultimate opinion of Inzeladun's current state of affairs is this (and please understand that I have lots of minor challenges, but i think it is important to start with the overlying first...):</p><p></p><p>Inzeladun is a world envisioned first and foremost within the mind if Vincent N. Darlage. Keep it that way. If players have desires that don't fit into how Inzeladun is as a world, then they need to play in another world. World's do not shift upon the whims of a few players. <em>Characters</em> can affect change, but players cannot. This is a crucial distinction. If an idea is brought forth by a player, it should be considered carefully and either incorporated or vetoed based upon the overlying vision of the world, not to appease a player who affects nothing. Let the characters affect the major change. Inzeladun, now, has lost its cohesion. This is not a criticism. It is just a fact.</p><p></p><p>In some respects, the world needs to be gutted, institutions torn down, and long standing ideas abandoned. Freshness is needed. It is very difficult to be creative in an institution. I feel that for the game to be fresh, a change in the way the game is run is also needed. Games should become more ethereal and less written down on paper. It is difficult to be creative when you are being led by your nose.</p><p></p><p>Luckily, so much background is already there that improvising over it should be easy. Unfortunately, sometimes this background becomes too important and takes over the foreground, if you know what I mean...</p><p></p><p>I fear a lot of this might actually have evolved from Vince and I playing too damned well together as "jazz musicians" that we ultimately became bored with each other and decided to ignore each other. In some sense, Vince and I purposefully shut down the tendency to improvise together because we knew each other too well to be surprised by any of the results. The ultimate result was that improvisation fell totally by the way side and the total dynamic of the game became very predictable and stagnant.</p><p></p><p>I think the game is ultimately about living! It is about living out fantasies. Yet, life does not like a cage. Living things do not like to be stifled. They like to roam free. </p><p></p><p>I hope this is making sense. In some respect this is what I have tried to do with Arenaia. It could be done with Inzeladun. In the end, it might be as easy as not writing down a damned thing before the adventure! Sometimes vague ideas are the best. Letting the characters and our own (the DM's) off-the-cuff creativity rule the day is the most invigorating aspect of the game.</p></blockquote><p></p>
[QUOTE="Grimhelm, post: 2647647, member: 37079"] My ultimate opinion of Inzeladun's current state of affairs is this (and please understand that I have lots of minor challenges, but i think it is important to start with the overlying first...): Inzeladun is a world envisioned first and foremost within the mind if Vincent N. Darlage. Keep it that way. If players have desires that don't fit into how Inzeladun is as a world, then they need to play in another world. World's do not shift upon the whims of a few players. [I]Characters[/I] can affect change, but players cannot. This is a crucial distinction. If an idea is brought forth by a player, it should be considered carefully and either incorporated or vetoed based upon the overlying vision of the world, not to appease a player who affects nothing. Let the characters affect the major change. Inzeladun, now, has lost its cohesion. This is not a criticism. It is just a fact. In some respects, the world needs to be gutted, institutions torn down, and long standing ideas abandoned. Freshness is needed. It is very difficult to be creative in an institution. I feel that for the game to be fresh, a change in the way the game is run is also needed. Games should become more ethereal and less written down on paper. It is difficult to be creative when you are being led by your nose. Luckily, so much background is already there that improvising over it should be easy. Unfortunately, sometimes this background becomes too important and takes over the foreground, if you know what I mean... I fear a lot of this might actually have evolved from Vince and I playing too damned well together as "jazz musicians" that we ultimately became bored with each other and decided to ignore each other. In some sense, Vince and I purposefully shut down the tendency to improvise together because we knew each other too well to be surprised by any of the results. The ultimate result was that improvisation fell totally by the way side and the total dynamic of the game became very predictable and stagnant. I think the game is ultimately about living! It is about living out fantasies. Yet, life does not like a cage. Living things do not like to be stifled. They like to roam free. I hope this is making sense. In some respect this is what I have tried to do with Arenaia. It could be done with Inzeladun. In the end, it might be as easy as not writing down a damned thing before the adventure! Sometimes vague ideas are the best. Letting the characters and our own (the DM's) off-the-cuff creativity rule the day is the most invigorating aspect of the game. [/QUOTE]
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The World of Inzeladun/Conan d20 Forum
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What Changes to Inzeladun?
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