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Author Topic: 168: Of 1s and Adverbs  (Read 1508 times)

noclue

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168: Of 1s and Adverbs
« on: November 28, 2011, 10:49:33 AM »
Just a comment about the effect of the stress out rules in Smallville. Going big to avoid rolling 1s costs a ton of Plot Points, whereas rolling a 1 earns you a Plot Point when Watchtower buys it.

On adverbs, I agree with Luke. More often than not its best to kill adverbs on sight. If the sense is already in the text where it should be, the adverb is redundant. If the sense is not in the text, then it's just a tool for lazy writing. Using an adverb every now and then is fine, but they are generally overused.

If you don't trust Stephen King, how about Elmore Leonard?

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Never use an adverb to modify the verb 'said,' he admonished gravely. To use an adverb this way (or almost any way) is a mortal sin. The writer is now exposing himself in earnest, using a word that distracts and can interrupt the rhythm of the exchange. --Elmore Leonard's 10 Rules of Good Writing
« Last Edit: November 28, 2011, 10:52:38 AM by noclue »

Joe

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Re: 168: Of 1s and Adverbs
« Reply #1 on: November 28, 2011, 12:55:48 PM »
Not sure if you discussed it in a previous episode, but why'd Luke write off the Elder Scrolls? You were hard core into Oblivion and Skyrim is a significant improvement over that game. With the exception of Dragon Age 2 Act 2, this is the best fantasy game to come out in a while. (I know you like Dark Souls, but Skyrim's sandbox is truly impressive.)
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Luke

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Re: 168: Of 1s and Adverbs
« Reply #2 on: November 28, 2011, 02:48:45 PM »
I've played every TES game since Daggerfall (including Redguard). Oblivion was gorgeous, but I found it to be composed of a lot of breadth with very little depth. It felt like interacting with a matte painting. Or playing an MMO single-player. Sure, there were some fun quests but everything felt so shallow.

Contrast that to Bioware RPGs like Dragon Age and the Mass Effect series.  Adam calls these games "shallow" and I don't get how he can say that but not about TES.  Those games have limited open worlds where you have the freedom to do some roaming and sidequests but the storyline path is narratively strict. This allows for better set pieces and for a more guided experience I feel make those games much more compelling.

I have heard that Skyrim is much better about this than Oblivion and I'd like to think that's right (since I did enjoy Fallout 3). But I'm not paying $60 to find out.

As for Dark Souls, the game is a right up my alley. It's incredibly challenging in all the right ways, gorgeous, and just flat-out fun.  It's only an RPG in the sense that computer games have always used the term: you have stats you can manipulate.  There are only one branch in the story and NPC interaction is minimal. It feels like a mature Zelda with stat progression.  It doesn't scratch the same itch as the Bioware RPGs or even TES, though. It's a different sort of game.
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paul.

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Re: 168: Of 1s and Adverbs
« Reply #3 on: November 29, 2011, 04:07:51 PM »
Just a comment about the effect of the stress out rules in Smallville. Going big to avoid rolling 1s costs a ton of Plot Points, whereas rolling a 1 earns you a Plot Point when Watchtower buys it.

On adverbs, I agree with Luke. More often than not its best to kill adverbs on sight. If the sense is already in the text where it should be, the adverb is redundant. If the sense is not in the text, then it's just a tool for lazy writing. Using an adverb every now and then is fine, but they are generally overused.

If you don't trust Stephen King, how about Elmore Leonard?

Quote
Never use an adverb to modify the verb 'said,' he admonished gravely. To use an adverb this way (or almost any way) is a mortal sin. The writer is now exposing himself in earnest, using a word that distracts and can interrupt the rhythm of the exchange. --Elmore Leonard's 10 Rules of Good Writing

Regarding the plot point economy - we're definitely going to have to play more to get a better feel. However, the idea is that if you don't pile on out of the gate in order to stress out your opponent, you keep rolling. This increases your chance of immediate failure as well as taking stress, and rolling 1s. And all of those things, whether you get plot points or not, stack the deck against you long-term. Getting that plot point from rolling a 1 is only worth it if that plot point's power outweighs the stress and added power to the trouble pool.

Yes, stress does give you the ability to advance, but, frankly, I think the game's advancement is stupid. The chance to roll to improve is not rewarding. It forces you to build up your advancement dice so that you have a much higher chance. And that makes advancement tedious AND it includes the possibility that you'll fuck up. That's punishment.

And on that same track, you advance by going against your stated values, never by pursuing them. As a result, every time we've done this whole "I'm going against my value, so I get extra dice" thing, it feels artificial. If it's the GM's job to challenge my shit so that I have to rise to the occasion and pry what I want from adversity in order to create a compelling tale, why am I rewarded for folding no matter what? Not that Burning Wheel is without its flaws, but at least there is a caveat for moldbreaker that it must be played out in an engaging and believable way that displays the turmoil in order to get rewarded. It's up to the group, not just automatic. Plus, in BW, you don't require persona to advance, it's just a sweet extra. And you were already getting rewarded for pursuing your values and goals, not just for going against them.

Again, we haven't played a whole campaign, but my initial feeling is that Smallville's system either fails at promoting behavior or it's not designed to promote behavior. So my response is just that I'm going to play my character completely decoupled from the system and then keep a record of the arbitrary rewards that might come as a result of my actions. And at some point, I'm going to find that in playing my character naturally, I've been hurt or helped by the system. Maybe that successfully tells the tale of adversity of those who tend not to compromise their ideals, but that doesn't necessarily make it enjoyable.

As for adverbs, it's the same as adjectives or any other part of speech. Don't abuse it. Adverbs are not special in this way, so the extra-special-no-adverbs school is like saying "don't drive recklessly in school zones." Well, duh, you shouldn't drive recklessly at all. Oh, wait, "recklessly" is an adverb. Fuck.
« Last Edit: November 29, 2011, 08:44:46 PM by paul. »

noclue

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Re: 168: Of 1s and Adverbs
« Reply #4 on: November 29, 2011, 11:38:10 PM »
Regarding the plot point economy - we're definitely going to have to play more to get a better feel. However, the idea is that if you don't pile on out of the gate in order to stress out your opponent, you keep rolling. This increases your chance of immediate failure as well as taking stress, and rolling 1s.

You do realize that this is a game where you earn Plot Points by increasing the stress dice your oponent is inflicting on you right?

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And all of those things, whether you get plot points or not, stack the deck against you long-term. Getting that plot point from rolling a 1 is only worth it if that plot point's power outweighs the stress and added power to the trouble pool.

Those 1s just give the GM more dice to bring interesting adversity to the game, rather than only relying on the players as sources of adversity for each other. You don't even know whether the GM is going to use that extra ztrouble Dice against you. Maybe it will be used to bring trouble to the guy sitting next to you.

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Yes, stress does give you the ability to advance, but, frankly, I think the game's advancement is stupid. The chance to roll to improve is not rewarding. It forces you to build up your advancement dice so that you have a much higher chance. And that makes advancement tedious AND it includes the possibility that you'll fuck up. That's punishment.

I have never found it tedious. Regardless, the connection between Stress, Plot Points and advancement is the heart of the game. If you think the heart of the game is stupid, why play it?

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And on that same track, you advance by going against your stated values, never by pursuing them.

I would say, you get a big mechanical reward for having big, character altering moments that have the potential to change your character in profound ways and rewrite your character.

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As a result, every time we've done this whole "I'm going against my value, so I get extra dice" thing, it feels artificial.
It always felt cool to me. You seem to have decided to not like he game.

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If it's the GM's job to challenge my shit so that I have to rise to the occasion and pry what I want from adversity in order to create a compelling tale, why am I rewarded for folding no matter what?
That's not the GM's job in Smallville. It's to put your character into scenes where your values come into conflict with those of other characters and see what drama results. The GMs job in Burning Wheel is to challenge your shit. Challenging your shit is your job, in Smallville.

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And you were already getting rewarded for pursuing your values and goals, not just for going against them.
Your reward for pursuing you goals is getting dice to roll into conflicts repeatedly.

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Again, we haven't played a whole campaign, but my initial feeling is that Smallville's system either fails at promoting behavior or it's not designed to promote behavior.
It is most definitely designed to promote behavior, possibly not behavior you prefer.

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So my response is just that I'm going to play my character completely decoupled from the system and then keep a record of the arbitrary rewards that might come as a result of my actions. And at some point, I'm going to find that in playing my character naturally, I've been hurt or helped by the system. Maybe that successfully tells the tale of adversity of those who tend not to compromise their ideals, but that doesn't necessarily make it enjoyable.

The system is designed around you earning plot points when you choose to have your own distinctions work against you. I hope it goes well, but if you aren't willing to do that work, I think it's going to hobble the game.

paul.

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Re: 168: Of 1s and Adverbs
« Reply #5 on: November 30, 2011, 03:58:44 AM »
Regarding the plot point economy - we're definitely going to have to play more to get a better feel. However, the idea is that if you don't pile on out of the gate in order to stress out your opponent, you keep rolling. This increases your chance of immediate failure as well as taking stress, and rolling 1s.

You do realize that this is a game where you earn Plot Points by increasing the stress dice your oponent is inflicting on you right?

Yes. And the point of getting plot points is to get what you want, right? Plot points give you power and freedom to achieve outcomes you desire. However, the path to getting those plot points also increases the difficulty of getting what you desire. The cycle only makes sense if the trade is worth it. Otherwise, things are decided by a good roll up front or they necessarily get harder.

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And all of those things, whether you get plot points or not, stack the deck against you long-term. Getting that plot point from rolling a 1 is only worth it if that plot point's power outweighs the stress and added power to the trouble pool.

Those 1s just give the GM more dice to bring interesting adversity to the game, rather than only relying on the players as sources of adversity for each other. You don't even know whether the GM is going to use that extra ztrouble Dice against you. Maybe it will be used to bring trouble to the guy sitting next to you.

Okay. And? Just by virtue of the size and die types in the trouble pool, unless the GM goes hogwild expending dice to generate a gigantic total, increasing the trouble pool has the overall effect of getting in the way of your achieving what you want in the game. That's fine all by itself, but the whole "you don't know what the GM will do!" comment isn't useful because you're going to face that meaner trouble pool. Why wouldn't you face it?

The point I'm making remains unaddressed. Hampering yourself in order to get a plot point is situationally effective as far as I can tell, as opposed to an absolute goal. Because hampering yourself increases your chance at not achieving your immediate goals and then increases the number of rolls you make by making the gap between you and your opponent or you and the trouble pool smaller. More rolls means more chance at stress and more 1's, both of which continually hamper you. All those plot points you get are only worth that trade if they give you an advantage that is superior to the disadvantage brought upon you by that entire chain of events.

As far as I can tell, the only necessary advantage to that whole deal is that you get more in your growth pool. You risk or outright give up what your character is about in order to get a shot at advancement. But the point of advancement is to help you get what you want. Why not skip the advancement step, not hamper yourself, and have a better shot at getting what you want in the first place?

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Yes, stress does give you the ability to advance, but, frankly, I think the game's advancement is stupid. The chance to roll to improve is not rewarding. It forces you to build up your advancement dice so that you have a much higher chance. And that makes advancement tedious AND it includes the possibility that you'll fuck up. That's punishment.

I have never found it tedious. Regardless, the connection between Stress, Plot Points and advancement is the heart of the game. If you think the heart of the game is stupid, why play it?

I'm giving it a shot. I like a lot of the principles of the game and drawing out pathways was fun. I haven't made up my mind about the whole thing, but, so far, the system of using your growth pool for a shot at advancement is bad to me. And that impression is subject to change with more experience and information. Is the heart of the game THAT mechanic, or is it simply advancement/change? If that was unclear, I apologize, but I mean the way advancement is mechanically handled in Smallville, not advancement as a concept.

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And on that same track, you advance by going against your stated values, never by pursuing them.

I would say, you get a big mechanical reward for having big, character altering moments that have the potential to change your character in profound ways and rewrite your character.

Your description is accurate. However, so is mine. The advancement mechanic encourages you to consider what you want to see in the game and then write your character as wanting the opposite. It's not only counter-intuitive, it contradicts sense, and, so far, hasn't been fun.

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As a result, every time we've done this whole "I'm going against my value, so I get extra dice" thing, it feels artificial.
It always felt cool to me. You seem to have decided to not like he game.

No. I blatantly state that I need more time with the system and these are just initial, in-progress reactions. Rather than explaining what I could try or what we should be aiming for, your tact is "you're doing it wrong." Which is particularly hard to swallow in light of this next bit...

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If it's the GM's job to challenge my shit so that I have to rise to the occasion and pry what I want from adversity in order to create a compelling tale, why am I rewarded for folding no matter what?
That's not the GM's job in Smallville. It's to put your character into scenes where your values come into conflict with those of other characters and see what drama results. The GMs job in Burning Wheel is to challenge your shit. Challenging your shit is your job, in Smallville.

If this is true, then the game is written like shit. Direct quote from the book:

PLAYERS ARE RESPONSIBLE FOR:
Deciding what their Leads do
Deciding whether their Leads stand up and fight or Give In
Confronting the problems Watchtower presents
Pointing their Leads in directions that make for good stories
Challenging other Leads and testing their assumptions, sometimes with Contests
Deciding how their Leads change and grow over time
In general, telling the story of their characters

WATCHTOWER IS RESPONSIBLE FOR:
Presenting problems (or apparent problems) for the Leads to confront
Deciding how Features can best provoke responses from Leads
Framing scenes and ending them
Calling for Tests
In general, stirring up trouble

The majority of the rules and advice on how to be the Watchtower is about generating conflict that opposes what the characters want. It's on the leads to react. The only scene the leads get to create are their tag scenes. Was there some major errata I missed? Or is this a situation where the best way to play the game is not according to the rules and proscribed approach?

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And you were already getting rewarded for pursuing your values and goals, not just for going against them.
Your reward for pursuing you goals is getting dice to roll into conflicts repeatedly.

Meaningful participation is the game, not a reward.

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Again, we haven't played a whole campaign, but my initial feeling is that Smallville's system either fails at promoting behavior or it's not designed to promote behavior.
It is most definitely designed to promote behavior, possibly not behavior you prefer.

What behavior does it promote? Take FATE, for example. It promotes behaving in line with your aspects because doing so rewards you directly with fate points, which can be immediately used to help you put more of what you want in the game. Behavior of a certain type is promoted by rewarding you with power to tell the story you want to tell.

In my reading of the book and experience so far, Smallville sets you up to describe what your character is all about - similar to FATE's aspects in this regard. However, the system does not encourage you to pursue what your character is all about. It actually rewards sacrificing, breaking down, and rearranging what your character is all about. It encourages the GM to challenge you based on your drives and then follows that up by encouraging you to pile on more pressure or even fold under that pressure. To me, that's not a substantial behavior, it's two contradictory reactions. First, write down what you want. Then you can stick with it with no encouragement from the system, or you can trade it in for the new model that's necessarily opposed to that.


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So my response is just that I'm going to play my character completely decoupled from the system and then keep a record of the arbitrary rewards that might come as a result of my actions. And at some point, I'm going to find that in playing my character naturally, I've been hurt or helped by the system. Maybe that successfully tells the tale of adversity of those who tend not to compromise their ideals, but that doesn't necessarily make it enjoyable.

The system is designed around you earning plot points when you choose to have your own distinctions work against you. I hope it goes well, but if you aren't willing to do that work, I think it's going to hobble the game.

The implication that the system doesn't work because we're lazy is disappointing. How about some constructive feedback instead of this passive-aggressiveness?

I stated very clearly, in multiple ways, that the game wants to draw you into hampering yourself to make more compelling conflict; however, it does not appear to incentivize that process properly. It's not that I or anyone else is specifically unwilling to choose to hamper our characters' efforts, but, rather, the car for getting you there shows signs of being a lemon. If you up and voluntarily hamper yourself and/or go against your drives just 'cause - I guess because the game gives you the option - then it probably works. So far, I have gone with and against my character's drives, every time a risk of some sort with potentially dangerous fallout even in success; but not because of the system. And that has worked. But that's not the system working, that's just us, making decisions independent of the mechanic.

I'm completely open to the possibility that with more play, my experience will change. That has been the case with almost every single RPG I've played, and it's fascinating to me to chart that ebb and flow of discovery, disappointment, and acclimation.
« Last Edit: November 30, 2011, 04:02:53 AM by paul. »

noclue

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Re: 168: Of 1s and Adverbs
« Reply #6 on: November 30, 2011, 10:03:51 AM »
I think this discussion might be more fruitful after you've had a chance to see it in action a bit more. I was definitely not suggesting that you were lazy, but that the system is clearly calling for players to do certain things--get into conflicts, have there distinctions and powers create issues for them, generate lots of drama, and change through the process of getting stressed and challenging your own values in play. To say I'm just going to play without regard for that system is a non-sequitur. It's like someone saying they're playing burning wheel without all the Beliefs and Instincts. The difference between Burning Wheel and Smallville is that the latter is about emulating angst filled teen dramas where things often would just be solved if people trusted each other with the truth. It's not about putting your character through the crucible and seeing how fighting for what they believe reforges them. It also differs from FATE, where aspects are used to emulate characters and trying to achieve goals through conflict resolution.

I think that your paradigm of trade offs and their relative worth against achieving an objective is misplaced in Smallville. The mechanics can not be used to force a result. The only thing you can do with the mechanics is stress someone out (with the minor exception of uncontested static challenges, which are exceedingly rare). So, unless someone gives, the only thing going big out the gate does is curtail the drama the game is trying to create, cut off a source of potential plot points by shortening the conflict, and move you out of the spotlight. It will not get you closer to achieving anything.

For example, in the canon setting if the player playing Lois is trying to get Clark to divulge his secret identity, you can have a short scene where she stresses him out quickly and walks away with fewer plot points, or an intense dramatic scene where we see both of their values and distinctions coming out to create tension in their relationship. In neither case can Lois actually force Clark to divulge his secret.

And all of that would be on the players. The GM just puts them in a scene and reveals something that brings their relationship into play, through Reveals, or puts them into a scene with an NPC who similarly puts their relationship into play. You know, stirring up trouble.

Edit: the mechanics also will not permit Clark to kill Lois with his super strength (to use a ludicrous example). He can stress her out, but he can't kill her unless she gives in.
« Last Edit: November 30, 2011, 11:51:08 AM by noclue »

david

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Re: 168: Of 1s and Adverbs
« Reply #7 on: November 30, 2011, 03:28:06 PM »
I actually feel mostly the same way that Paul does.

Andrelniark the Taintlifter and Nassurendien the Litigious Fighter (Paul and me, respectively) have been old adventuring buddies for quite a while.  So I have a huge d10 relationship with Andre and a value that is something like "He's one of my oldest, trusted friends" or something extremely positive.

The last two session's scenarios have played out in such a way that Paul has done some back alley things where he went against his value written towards me in some way for the extra dice.  It felt really... off.  I'm not saying that it doesn't capture the Smallville feel, because it does.  I just hate that style of play.

It feels as though the game is telling me that if I want something to come up in the game, to be challenged, that I should write my values the opposite of how I feel.  I don't buy the "you only grow through antithetical choices" (paraphrase), because that's silly. 

Next session we play, Luke has promised to give us a plot that is external to the group.  I'm hoping this changes how things have gone so far by giving us a common enemy backdrop, so that we can remove as much of the CW-ness from the show that drives me up the wall when I watch the show.  As it stands now, it seems like our characters are artificial set pieces driven by inconsistent whims that get wiped away in next week's episode - so pretty much the bulk of what I hated in the show.

paul.

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Re: 168: Of 1s and Adverbs
« Reply #8 on: November 30, 2011, 04:04:44 PM »
To be fair, the shit I did with Andre made sense and was played up in the fiction and I never did it for the dice. I actually forgot to even put extra dice in my pool once. The reason I made the choices I did in every scenario was to uphold my duty of lifting some motherfucking taints. And the reason they opposed Nassurendian's wishes is because of the GM, driving wedges into our butts and guts.

As for the experience generated by the game, I feel like if the system wants you to do something, but doesn't motivate it properly, it's bad. If you have to just volunteer to do what you sense the system wants rather than responding to motivations generated by the system, itself, that's bad. You might have a fun game independent of the system, but that's not a good system. It's like when I criticize a movie and somebody's like, "it's just a movie, you have to suspend your disbelief!" No, the movie does that for me, and if it doesn't, it's a piece of shit. If Smallville truly does operate as described - that you just have to volunteer to create the WB drama even though that process is not properly motivated, then it's not for me. I hope to discover that the motivation in the system is better than it has shown to be so far.

noclue

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Re: 168: Of 1s and Adverbs
« Reply #9 on: November 30, 2011, 04:29:34 PM »
Sounds like Paul has some valid reasons to challenge the relationship between your characters. I would think Nassurendian's got his knickers in a bunch now, and with good reason! That damn Andre. How could he do this to you?!? Maybe he's not such a great friend afterall. You should totally get into an argument with him, challenge your relationship for 3d10s worth of Andre spankage, then rewrite the relationship to something like "Maybe Andre isn't who I thought he was."

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Re: 168: Of 1s and Adverbs
« Reply #10 on: November 30, 2011, 08:47:47 PM »
For myself, I've both enjoyed the small sample size of play we've had, and I think the game is doing a good job of promoting the behavior it is attempting to emulate from the source material: scenes almost entirely driven by the interpersonal conflicts of the characters on screen. Now I will say, we do need some external threats because I think relationship dice are supposed to be pulled in for helping or supporting each other more than we had in our first full session, not just dicking each other over. But I also think ultimately the game won't be to the long term tastes of Adam, Luke, and possibly Paul as well because it doesn't just promote inter-PC conflict, it requires it.

(...too many 'it's in that last sentence.)
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david

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Re: 168: Of 1s and Adverbs
« Reply #11 on: December 01, 2011, 07:41:46 AM »
Probably.

So, let me pose this question to you:

Do you think that our game is suffering from having too much canon already established?  That, if we'd come up with this idea naturally in pathways, we wouldn't be running into these issues?

My beef with 'artificial betrayals' would almost disappear if it weren't sitting on a bunch of other canon.

noclue

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Re: 168: Of 1s and Adverbs
« Reply #12 on: December 01, 2011, 02:07:30 PM »
David, from over here in the peanut gallery, it looks like a picture perfect use of a wedge by Luke and Paul obviously had some reasons behind his responses. The fact that they felt arbitrary to you suggests that Paul's thinking wasn't communicated to you during play. Whenever something feels arbitrary it's a good idea to pause and make sure everyone's on the same page, because the game works best when players feed off each other, which is hard to do if you're confused about where things are going.

david

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Re: 168: Of 1s and Adverbs
« Reply #13 on: December 01, 2011, 06:28:52 PM »
I wouldn't say "arbitrary", per se.  I've played enough games with Paul that when he does something, even against my goals, I just roll with it.  We have enough trust as co-players (I feel, at least) that I don't think he's going to "cheat me out of fun" or anything like that.

I think my problem was expectations - I didn't expect it to go that way. 

I need another two sessions with externally driven plots to really make my mind up on this.

david

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Re: 168: Of 1s and Adverbs
« Reply #14 on: December 05, 2011, 07:37:11 AM »
I recorded the bit we play last night, and if I get a wild hair and edit out some bits Luke threw in there for no reason, I'll post it sat some point.