tag:blogger.com,1999:blog-4764158821384594980.post2547839093934227606..comments2024-03-27T03:37:22.778-04:00Comments on Age of Ravens: Threat, Tension, Risk and Damage (Part Two)Lowell Francishttp://www.blogger.com/profile/02359280169506945906noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-4764158821384594980.post-67615593182122848272010-09-03T13:22:08.685-04:002010-09-03T13:22:08.685-04:00I think Art & Matt disliked how abstract and o...I think Art & Matt disliked how abstract and obvious the story arc is in With Great Power. It's as if, during a play, Robin Laws stood on the stage and held up FEAR or HOPE signs after each action. I think Art and Matt preferred this be done invisibly by the GM.Gene Hahttps://www.blogger.com/profile/07389258008505629339noreply@blogger.comtag:blogger.com,1999:blog-4764158821384594980.post-16613682808001720192010-09-03T11:26:08.586-04:002010-09-03T11:26:08.586-04:00Gene-- was the reason for their dislike based on a...Gene-- was the reason for their dislike based on a perceived gimmicky nature to the system? Making failure a commodity? Shifting game balance or some other reasons?<br /><br />Kaiju-- yes, I do think failure in an abstract setting can be read in multiple ways-- and a decent abstract system ought to additionally allow players some power over that portion of the narrative. Of course the question then is how one does that and maintain tension. <br /><br />I'm always worried that games with shared narrative control are going to end up like a particular scene out of Invader Zim.<br /><br />http://www.youtube.com/watch?v=H7akXipcEaM&feature=relatedLowell Francishttps://www.blogger.com/profile/02359280169506945906noreply@blogger.comtag:blogger.com,1999:blog-4764158821384594980.post-40794736955878353662010-09-03T10:20:33.206-04:002010-09-03T10:20:33.206-04:00I'm really enjoying this series of posts. I li...I'm really enjoying this series of posts. I like the change from the classic outright "failure" to a narrative loss of control, loss of equipment, or loss of opportunity as you have done in your games. I find it more satisfying than having a PC crushed by a boulder or disintegrated by a ray gun because of a single die roll -- see also Jonathan Tweet's "Kirk Rule" for heroic characters. A failed check that is just a failure seems more like blocking than anything else.Kaijuhttps://www.blogger.com/profile/06184830369889881159noreply@blogger.comtag:blogger.com,1999:blog-4764158821384594980.post-33420686837368687312010-09-03T07:53:44.070-04:002010-09-03T07:53:44.070-04:00Players who want a perfectly crafted story arc, re...Players who want a perfectly crafted story arc, realistically lethal combat, and not to take damage need to give themselves a slap in the face. Barring that, you have to give them a LOT of prestidigitation. Pretend you're ruthless, but then give them a measured win.<br /><br />I think you do a great job of that in your games, and fortunately the group I've gamed with at your house is easy going.<br /><br />It reminds me of an RPG that Art, Matt and I played at GenCon a few years back, With Great Power. All of the story mechanics are laid out graphically. There is a story arc chart. If you lose challenges early on, you get to lay down cards on the arc that give you more power in later sections of the arc. I thought it was brilliant, but it literally lays on the table the kind of stuff you and Robin Laws are talking about. Matt and Art didn't like that.Gene Hahttps://www.blogger.com/profile/07389258008505629339noreply@blogger.com