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Apr 3, 2017 at 7:29 vote accept Dan Wears Prada
Apr 3, 2017 at 7:28 vote accept Dan Wears Prada
Apr 3, 2017 at 7:29
Mar 30, 2017 at 19:25 history edited Conduit CC BY-SA 3.0
wow, flubbed whatever word that was supposed to be - thanks, swype
Mar 30, 2017 at 19:17 history edited Conduit CC BY-SA 3.0
edited body
Mar 30, 2017 at 15:47 comment added Dan Wears Prada Yeah! really nice
Mar 30, 2017 at 15:37 comment added Conduit @DanWearsPrada Also notice how "these things go unnoticed, and no one questions them" feeds the idea of the "lore document" in Sardathrion's answer. Why don't they notice? Why don't they question? What does this mean about the psychological state of the populace? How did society get to this point? By the time you've finished preparing your pawns, you've often built a large portion of your world as well.
Mar 30, 2017 at 15:34 comment added Conduit @DanWearsPrada The formula works for that, too! Design the pawns (people, places, things, information) that allow them to piece together the puzzle. Your story is "these things go unnoticed, and no one questions them". The game is finding the links, and - if they are successful - solving the puzzle.
Mar 30, 2017 at 15:30 comment added Dan Wears Prada “write your story in a way that minimizes the players ability to break it, but doesn't railroad them or deactualize their characters.” I really liked this part. And here “my story is what happens when the players don't intervene, and the game is what happens when they do.” What if the story is about discovering that their lives are a lie, like if they discover that their world is like "A Brave New World". Maybe they can't change it, i would like this to be more like a "psychological adventure"
Mar 30, 2017 at 15:22 history answered Conduit CC BY-SA 3.0