|
Post by mook on Mar 21, 2015 6:32:02 GMT -8
Cheers mook, but I knew Gygax had said something about poetics, what I was curious about was a source for D6-stringDM's comment: I don't think I've ever read anything like that. Doh, oopsie... yeah, I got nothin' on that.
|
|
D.T. Pints
Instigator
JACKERCON 2018: WITH GREAT POWER COMES GREAT RESPONSIBILITY June 22-July 1st
Posts: 2,857
Currently Playing: D&D 5e, Pathfinder, DUNGEONWORLD, Star Wars Edge of the Empire
Currently Running: DUNGEONWORLD, PATHFINDER
|
Post by D.T. Pints on Mar 21, 2015 12:23:51 GMT -8
Warhammer v1 (circa 1988)was the first game we ever played that involved sanity points and cool checks. It was fantasy horror and our characters lived in a dark, scary world. My favorite character ended his adventuring days a quivering mass of madness afraid of open spaces, the woods, and darkness. He became a Howard Huges style shut in and it was awesome! The initial stages of his descent into madness were debilitating in nature penalties and such. Eventually though after seeing way too many horrifying things it was time to call it quits.
With Moment of Truth at least when we play tested it several months ago the fear mechanic has sanity treated like hit points and I really liked it. It felt less railroaded into the loony bin that Call of Cthulhu often can. You can step away take a deep breath and regain some mental fortitude. I found it very effective. There's even a table for peeing your pants or shitting yourself...though my players found this not as appealing.
|
|
|
Post by guitarspider on Mar 22, 2015 3:30:54 GMT -8
Cheers mook, but I knew Gygax had said something about poetics, what I was curious about was a source for D6-stringDM's comment: I don't think I've ever read anything like that. Doh, oopsie... yeah, I got nothin' on that. I've never heard of that either. I suppose that you could make the argument that sticking to the structure rigidly leads to a game that is somewhat on rails, but given how much attention the "counter-culture hipsters" generally pay to narrative and narrative structure and how some of the indie games are very much on railroads (eg Polaris, where you know you'll die either a monster or a brave knight who failed his purpose, and where the whole game is about finding out which of the two it is) I'm guessing there's been some misunderstanding.
|
|
fredrix
Master Douchebag
Posts: 2,142
Preferred Game Systems: Fate, L5R, Pendragon, Gumshoe, Feng Shui
Currently Playing: Pendragon, Song of Ice and Fire, L5R, Feng Shui, Traveller
Currently Running: Fate, Coriolis, Nights Black Agents
Favorite Species of Monkey: 1970's NTV, dubbed by the BBC (though The Water Margin beats it)
|
Post by fredrix on Mar 22, 2015 4:21:24 GMT -8
Yes. To be Frank, I'd argue that most hippy counter culture Indy games RELY on some form of Aristotelian Poetics to structure the game. For instance Inspectres (which I ran for the first time last week) is all about the structure, with Franchise dice dictating when the climax happens, the Confessional as Greek Chorus, et cetera PS I think D6-StringGM may be CC's trollface
|
|
|
Post by Kainguru on Mar 22, 2015 5:53:52 GMT -8
PS I think D6-StringGM may be CC's trollface I thought so at first, but I don't think it likely on reflection - the 'beat' within the prose is all wrong . . . for a start it is concise and coherent . . . However, as a point about sandboxes I would direct 'D6-StringGM' to the numerous observations, from many, many different sources, that note: a hallmark of early modules/adventures, from the 0e and 1e days, was their tendency to be open and sandboxy in nature. This is rather counter-intuitive to 'D6-StringGM's' profound claim in relation to the apparently undocumented " backlash from the counter-culture hipsters connecting the use of Aristotle Poetics to railroading, and the resulting birth of the term sandbox, the disrespect towards Gygax as a designer, the hamfisted 3x rules" . . . Aaron
|
|
|
Post by Probie Tim on Apr 1, 2015 12:28:52 GMT -8
Holy hell, thank you stork for finally saying that "yes, and" refers to what a player can have his or her character try, and not a full-on implementation of improvisational techniques.
|
|