posted by [identity profile] yeloson.livejournal.com at 07:35pm on 24/01/2005
I think a key point is that all the Explorative Elements(System, Situation, Setting, Character, Color) are basically building blocks, or lenses that can be used to focus play and give momentum to the group. For example, a detailed setting, or the generative tools you are describing, serve as ways to focus what the game is about. Some folks, when handed GURPS, or Story Engine, or whatever your favorite non-genre specific game is, get completely lost because they need to have more focus to build upon.

In general, people have figured out how to apply setting in a good focal manner, usually in conjunction with Character and Color(Whitewolf's various splats and politics in their games). The particulars you are talking about apply to Situation and Setting, but are still worth developing further.
 
posted by [identity profile] benlehman.livejournal.com at 09:02pm on 24/01/2005
I think that's pretty insightful, yeah, although it still doesn't cover "flat-out abilities."

Hi! Didn't know you had a livejournal.

yrs--
--Ben

P.S. I have this idea for an L5R character now... still don't know if I'll be in town.
 
posted by [identity profile] keirgreeneyes.livejournal.com at 06:16pm on 07/02/2005
I think a key point is that all the Explorative Elements(System, Situation, Setting, Character, Color) are basically building blocks, or lenses that can be used to focus play and give momentum to the group.

Exactly. I find the elements extremely helpful to analyze mechanics & play, though a single mechanic, of course, can affect/interact with more than one (or all 5!) at the same time.

There's some talk about what's a conflict resolution mechanic and what's not. If we step back a bit, we can see that all mechanics are tools used by a group to help them determine what they want to establish into the shared imaginary space/stuff that makes up the in-game world & events. Mechanics and source materials are processes that assist groups in creative collaboration.

Rules may resolve a conflict (social--between two players) or they may head off a conflict. For example, the choice of setting in a particular game helps cut down on long, drawn out discussions and potential conflicts about what the background & setting should consist of. That's just one way, of course. The people could just talk it out, or there could be a mechanical procedure by which everyone's input is incorporated and concensus it built. Mechanics and rules can also coordinate players's inputs such that tension and drama is built (eg kickers, Dogs in the Vineyard conflict resolution). But what all of them are doing is giving people cues and processes that help them create things together.
 
posted by [identity profile] keirgreeneyes.livejournal.com at 07:45pm on 07/02/2005
Ack. I missed this. Sorry for the redundant post.

Its primary purpose isn't to resolve conflicts between the players about what is in the SIS. It's supposed to force a certain structure onto the sequence of in-game events.

This is a major new category of mechanic. Spotlight in Primetime Adventures. Endgame in My Life with Master. Escalation in Dogs in the Vineyard.
 
posted by [identity profile] benlehman.livejournal.com at 07:47pm on 07/02/2005
Yup. I really want to talk about those mechanics sometime.

yrs--
--Ben

P.S. (Modules in T&T and D&D)

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