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Popular Threads
And bangs always make me wary, because I am not too confident about handling them properly. If you (the GM) think this could go this way or that way, and set the two options up too explicitly, I see two dangers: 1) in your most secrets of hearts, you favor one option, and it shows, and 2) player feels like they are playing a video game where they have to do A or B. Ok, you considered the fact that there can be more than the two options, but why have any?
Thanks. I've heard folks sometimes struggle with Riddle of Steel until they figure out Spiritual attributes. From what I understand the system is really fatal unless you are fighting for something, that something being your spirtual attributes. I'd love to hear how it works out, I've been considering that game for awhile.
Hi Mikael,
I don't understand what you mean by tying back into the flag discussion from earlier. Can you explain in more detail what it was you were expecting? I'm curious what I might have missed.
As for your second paragraph. I understand what you're saying. I think I'm lucky in that Bangs are something I've done for quite sometime. I've been a little to no prep GM since the 90's when I got disappointed with how much effort I put into games and how I wasn't getting back what I wanted. So gradually I became comfortable throwing most everything out. So I don't harbor a secret favoring option and I really enjoy seeing where the character goes.
Perhaps it might be better to not consider bangs as options, and instead think of them as a way to create interesting adversity. I think you are right that the word "options" may color them as decisions made ahead of time.
Bangs are a tool really, and they're not a tool for every group. Some folks dislike bangs because they feel like you are trying to "screw" their character. Other folks really love facing tough decisions. Some groups also don't want to collaboratively tell a story, and that's fine. In these kinds of groups bangs would work horribly. I think you have made it clear that I need to discuss better why I'm talking about bangs, and this show about modifying Traditional games to get them to behave differently.
I'm rereading this reply, and I'm not totally sure I'm effectively answering your question. Am I getting to what you wanted to address?
I think you are addressing the second point just fine, and I have little further to add.
The first point was mostly stylistic. What I mean is that you caught me by surprise, as I perceived that you were first discussing the theoretical point of using "reversed flags" to tell the players of a one-shot what the character is about, then showing how to do it in practice. The "getting the point across" methodology I am used to would then definitely include a final step of bringing the theoretical point up again and reiterating how exactly it was demonstrated by the example.
So, nothing more complicated than that.
You're right that was a missed opportunity. Tell them what you're going to tell them, tell them, and then tell them what you told them. I'll try to keep that in mind more. Thanks.
I listen to your show now. Low-key, snarl free game theory. Despite the social nature of gaming, I feel that game design is a lonely road. So yeah, this shit hits the spot every once in a while.
I'm glad you're finding the show useful. Game Design isn't just a lonely road, it's a motherfucker man. I've never been so tied up with frustration as when trying to work on my game.
I just want to say I'm enjoying the show. I'm nearly through listening to it all second time through now. There are some gems in there.
Keep on keeping on.
Regards, Paul
Twice? Awesome. I'm glad you are finding it useful. Thanks.
Would you mind if I translate and/or paraphrase some of this post in my blog? It would work great for something I've been trying to say for a while.
Everything I do on the site and the podcast is released under a Creative Commons Share-Alike license. So you can copy, share, and remove parts of it for building other things. You just have to be willing to give other people the same freedom to use your creation as I have with mine.
I'm really glad you find it helpful, if you'd point me at what you make I'd love to run it through the google translator when you're done.
Basically, I used your examples an advice on flags on one-shots to make some more general advice on how to include flags on 'traditional' games and added a little something about rewards at the end.
Since an inordinate amount of people come to my blog searching for advice on WtA, I think your example was perfect!
The entry is here:
http://againstshadow.blogspot.com/2007/09/dile-...
Thanks. I'm glad you found it useful. Werewolf was my favorite White Wolf game. Not so much with the new setting, but the old setting.