| bio | website | plus.google.com/… |
|---|---|---|
| location | Thessaloniki, Greece | |
| age | ||
| visits | member for | 2 years, 7 months |
| seen | Apr 17 at 18:24 | |
| stats | profile views | 27 |
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Feb 24 |
comment |
Narrativist Gaming: How do you transition more traditionally-trained players into them? I agree with everyone who's saying that this isn't a complete answer; it is indeed just step 1 out of many. It would be interesting to see how one can advance from there. |
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Feb 24 |
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Narrativist Gaming: How do you transition more traditionally-trained players into them? I like this but I'm afraid it's so removed from anything traditional gaming stands for that they'll become very very defensive. Just by reading your answer I imagine someone from the group saying "Hey, isn't this like that other thing, the one that didn't work out very well?". |
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Feb 24 |
revised |
Narrativist Gaming: How do you transition more traditionally-trained players into them? edited tags |
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Feb 24 |
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Narrativist Gaming: How do you transition more traditionally-trained players into them? That's not very helpful. Can you edit to add how I tell someone who just doesn't want to try new things from someone who feels a bit defensive but could potentially like new things? Also, it would be nice to know how one should go to find new players that would be interested in narrativist games. |
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Feb 24 |
asked | Narrativist Gaming: How do you transition more traditionally-trained players into them? |
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Jan 26 |
comment |
Diceless Math driven RPG @valadil I had combat work in simple turns. It worked surprisingly well. Now that I think about it, combat is the only thing my system seemed to shine at. I suggest looking into DitV's attack-defence mechanics and adapting them to the bidding system. |
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Jan 26 |
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Diceless Math driven RPG Well, I definitely have to look into this Universalis thing too now. It's not the first time I thought I've had a great idea only to later find out that it's been done before. And it won't be the last. |
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Jan 25 |
awarded | Commentator |
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Jan 25 |
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Diceless Math driven RPG A note about speed: At first I had players taking turns, deciding whether they wanted to increase their bid or not, which was extremely slow. However, secretly deciding on a number of chips and then having all players simultaneously revealing them is pretty fast. Definitely not a problem. |
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Jan 25 |
answered | Diceless Math driven RPG |
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Jan 23 |
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Role-playing within role-playing You succinctly described what I find exciting about this concept. Thanks! |
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Jan 23 |
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Role-playing within role-playing Thanks for an exhaustive answer. I found the "Issues to consider" section especially helpful. |
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Jan 23 |
accepted | Role-playing within role-playing |
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Jan 20 |
asked | Role-playing within role-playing |
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Jan 16 |
comment |
Does shutting your eyes help when mirror images are in different squares? If mirror images don't produce sound, then why does the spell description say "observers can’t use vision or hearing to tell which one is you and which the image"? |
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Dec 7 |
awarded | Enthusiast |
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Nov 25 |
accepted | How to design a game for sociopathic characters? |
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Nov 24 |
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How to design a game for sociopathic characters? I wouldn't say they're uncreative people incapable of making their own trouble. I think they're creative but I didn't do enough or did the wrong things to motivate them. |
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Nov 24 |
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How to design a game for sociopathic characters? The players not buying in could have been the problem I guess. However, they all are people who almost never show any excitement, so it's difficult to know for sure what they were thinking. As for their goals, aside from having to complete the "bet" without getting caught, each of them had some personal stuff assigned to him to explore and resolve. But I got the feeling that they didn't like it when I explicitly assigned character goals like that. |
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Nov 24 |
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How to design a game for sociopathic characters? All the links in kill puppies for satan seem a bit dead. |