Devils.Advocate
An objectionable existence
- Joined
- Jan 1, 2019
- Messages
- 181
- Points
- 133
ERm... Thanks?I do not think you are crazy at all!
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but why did you have to add that line in the end
No one said anything about being crazy tho...
ERm... Thanks?I do not think you are crazy at all!
I honestly got totally lost there...One way of playing the GM-less system that caught my eye is something called a Ritual system. In that players are largely free to tell stories however they like but some sort of "ritual" must be followed. And this does not mean anything magical. Onley that during tuns, a key phrase MUST be used.
Example. If the "quest" or the mission is indicated as the first turn. in the player's turn i.e the report. a Conflict phrase must be used and also resolved.
a conflict phrase could be "And sudden;y he appeared out of the shadows" " but the box it was empty" or "That was when he stabbed me in the heart"
In the game Polaris there are a few key phrases and 8 conflict phrase are used
General Phrases:
- LONG AGO, THE PEOPLE WERE DYING AT THE END OF THE WORLD.
- BUT HOPE WAS NOT YET LOST, FOR [NAME] STILL HEARD THE SONG OF THE STARS.
- AND SO IT WAS …
- BUT THAT ALL HAPPENED LONG AGO, AND NOW THERE ARE NONE WHO REMEMBER IT.
Conflict phrases
- BUT ONLY IF …
- AND FURTHERMORE …
- IT SHALL NOT COME TO PASS.
- YOU ASK FAR TOO MUCH.
- IT WAS NOT MEANT TO BE.
- THAT WAS HOW IT HAPPENED.
- IT WAS NO MATTER.
- WE SHALL SEE WHAT COMES OF IT.
If we think of AG as a story, We can section the beats as beginning middle and end, if we like we can structure the story as such:
In this, all parts are part of the story, one thing I question is the inherent passiveness of evaluation of quest. Is there a way to make the process of evaluating or assessment more significant to the world?
- beginning - Quest
- middle - Report
- end - End
Hmm.. I suppose the way is...I honestly got totally lost there...
That could be interesting, it's basically a small phrase that functions as a guideline to the player's method of completing the quest I guess?Hmm.. I suppose the way is...
Quest is "gather wooded logs" and conflict key phrase is "threat in the darkness"
one possible report could be " Character lose track of time collecting wood, and was lost in the woods after dark
another could be Character finds a cave and was attacked by a beast in the dark.
or a more borderline but still creative is, to accidentally consume a wild mushroom and was temp./perm. blinded.
a key phrase narrows the narrative but does not fully restrict it.
Can you elaborate on this? the idea of career, adventurers IS a career, albeit a lose jack of al trade, do whatever type existence, but how would having careers give people direction? Would it not simply fall in the same loop "making own path" and for the less goal orientated players to lose direction?Players have a career. It's a major goal. there will be a variety of goals, and lost enough that can have multiple endings, but it will be an ending none the less. Once the player ends the "game". they can epilogue the character, it would be nice to make this complete character an NPC, and since its a complete story, other players that read the character history would find it easy to use the NPC