Gente Che Gioca > Sotto il cofano
The Forge, e On Stage
Renato Ramonda:
@Khana... ecco, la differenza e' che a me non piace nemmeno il Mac. Fedora rules! :-P
Davide Losito - ( Khana ):
@Renato... [OT] Macromedia/Adobe ducet... :P :D (nel senso che non esiste Flash per Linux [no, quello che installi è il Player di Flash...] e Cross Office non ce la fa a rendere il sistema produttivo). [/OT]
Moreno Roncucci:
Ehi, questa è la MIA guerra di religione! Tenete la vostra fuori di qui, dannati Mac/Linux/Windows fighters! :-P
lapo:
Quel che è giusto è giusto, propongo quindi di ESCALARE il livello della guerra, ma nella giusta arena.
Moreno Roncucci:
Ah, e nel caso qualcuno sostenga che erano le carte ad essere grandi novità a livello mondiale, vorrei ricordare un prodotto del 1987, le "whimsy Card" pubblicate dalla Lion Rampant.
Citando un articolo sulla storia della Lion Rampant scritto da Shannon Appel:
In 1987 the storytelling branch of roleplaying design was beginning to develop. There were fewer dungeons crawls, and more plotted and city adventures. Dragonlance (DL1-14, 1984-1986) had kicked off a whole new way to look at epics. Games like Paranoia (1984) and Pendragon (1985) deemphasized characters or further suborned them to plot. Story was increasingly important, but no one had taken the next step and placed stories not just in the hands of the gamemasters but also the players.
Enter Whimsy Cards. The idea was simple: print up a deck of 43 cards (plus a few blanks) where each card presented a distinct story element such as "abrupt change of events", "added animosity", "bad tidings", or "bizarre coincidence". These cards were shuffled and handed out to players at the start of a game; players would later play one of their cards and describe how it applied to the story. If the gamemaster liked the results, he incorporated the description into the story, otherwise he vetoed it.
The original cards were printed on cardstock so poor that they came to be called "flimsies". Nonetheless, they were a neat and original idea, one of the first products ever that suggested that players were just as good of storytellers as a gamemaster. They probably didn't light the industry on fire, but they gave Lion Rampant a product to sell at that first GenCon, and they also put them on the map as an indie publisher of innovative RPG products.
(And, the core idea of the whimsies had legs: Torg (1990) was released with a somewhat similar "drama deck" a few years later, while White Wolf eventually released two decks of next generation whimsies, which they called Story Path Cards (1990); they'll be discussed further in the next article, on White Wolf.)
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