LeviKornelsen ,
@LeviKornelsen@dice.camp avatar

[Thread, post or comment was deleted by the author]

  • Loading...
  • Dreampod ,
    @Dreampod@dice.camp avatar

    @LeviKornelsen maybe mechanics that incentivize story creating action.
    I'm thinking of stuff like a Cortex game that uses values as a die set. If you do stuff that narratively is based on a particular value you get an extra die so players are encouraged to drive their actions based on beliefs which, over time, creates a story about their beliefs and it's evolutions.

    neilnjae ,
    @neilnjae@dice.camp avatar

    @LeviKornelsen I think the heavily constrained mechanical arc of My Life With Master doesn't quite sit in category 3.

    Games like Montsigeur, Rosenstrasse are also, I think, a bit outside your categories: the "plot" is defined but the "story" comes from choices within it.

    LeviKornelsen OP ,
    @LeviKornelsen@dice.camp avatar

    [Thread, post or comment was deleted by the author]

  • Loading...
  • neilnjae ,
    @neilnjae@dice.camp avatar

    @LeviKornelsen Cool, as long as they're in there somewhere!

    erich ,
    @erich@dice.camp avatar

    @LeviKornelsen I’m sure you’ve explained this before (given your prolific output), but I’m not finding it with a search:

    What are “ritual conversion structures” in this context?

    Also, where are you counting something like the beat structure from Hamlet’s Hit Points or the gamification of narrative currency like DramaSystem?

    LeviKornelsen OP ,
    @LeviKornelsen@dice.camp avatar

    [Thread, post or comment was deleted by the author]

  • Loading...
  • malin ,
    @malin@dice.camp avatar

    @LeviKornelsen

    • Flashbacks (as in Blades in the Dark).
    LeviKornelsen OP ,
    @LeviKornelsen@dice.camp avatar

    [Thread, post or comment was deleted by the author]

  • Loading...
  • malin ,
    @malin@dice.camp avatar

    @LeviKornelsen I suppose so, but then a few things could cross boundaries.

    I've got Story Points (5 XP for a backstory element, which does a current thing), which counts for 8, 5, 3, and possibly 6 (since the 'current thing' brings in a henchman, who can become a PC later).

    LeviKornelsen OP ,
    @LeviKornelsen@dice.camp avatar

    [Thread, post or comment was deleted by the author]

  • Loading...
  • malin ,
    @malin@dice.camp avatar

    @LeviKornelsen
    If you need examples for 3, the (objectively) greatest system-for-story device comes from a Dr Who Initiative system.

    • Anyone speaking goes first.
    • Anyone using items goes second.
    • Third comes fleeing.
    • Fourth is combat.

    This would be really stupid in any other game. But if you think through any scenario, you can see it spilling out a perfect Dr Who scene.

  • All
  • Subscribed
  • Moderated
  • Favorites
  • random
  • test
  • worldmews
  • mews
  • All magazines