Visualizza post

Questa sezione ti permette di visualizzare tutti i post inviati da questo utente. N.B: puoi vedere solo i post relativi alle aree dove hai l'accesso.


Post - Ron Edwards

Pagine: 1 [2] 3
16
Hi,

I apologize for abandoning you, but I am very busy with my Kickstarter project. I will return for the conversation when I get the chance.

Best, Ron

17
Segnalazioni e News / [Sorcerer Kickstart] Is Live!
« il: 2013-01-04 00:06:33 »
Hi everyone,

The Kickstart to provide the annotated/new version of Sorcerer with amazing covers is now live, at:
http://www.kickstarter.com/projects/847190685/sorcerer-upgrade

The text for these books is in English ... so far.

Best, Ron

18
Sotto il cofano / Re:[storia del gdr]Primo gdr coerente
« il: 2013-01-03 15:58:06 »
Loktar, here is a useful quote from Babylon 5:

Annoying fanatic: "But I have traveled light-years to sit at your feet!"
G'Kar: "There is nothing you can learn from my feet."


Giorgia, I'm willing to discuss more about Tunnels & Trolls if you'd like. I should also explain that in the role-playing culture at that time, most play was very coherent when adults were involved. The rules texts were notoriously contradictory and often composed of multiple publications even from different companies, but everyone considered that to be normal and arrived at coherent play locally, if possible.

Best, Ron

19
Sotto il cofano / Re:[storia del gdr]Primo gdr coerente
« il: 2013-01-02 23:33:28 »
My answer is much less complicated than Moreno's: Tunnels & Trolls, 5th edition, 1979 (1st was in 1975).

Best, Ron

20
Citazione
the evil twin of Alan Moore from an alternate dimension

How could you tell the difference? Would he be ... I don't know, maybe a normal person?

Anyway, Alessandro, thank you for the kind words in your article. I am composing a summary of the talk with pictures as well.

Best, Ron


21
Segnalazioni e News / Re:Aperto l'Adept Press forum!
« il: 2012-07-17 04:42:06 »
Fixed.

22
Segnalazioni e News / Re:Aperto l'Adept Press forum!
« il: 2012-07-17 01:45:36 »
I think I know what the problem is - I'm trying to get it fixed now.
Best, Ron

23
Segnalazioni e News / Re:Aperto l'Adept Press forum!
« il: 2012-07-16 21:31:49 »
I think this is on topic: I've just begun a group activity at the new forum which I think will be fun for many people who post here at GCG. Come by and see it in the "My Stuff" section.

Best, Ron

24
Sotto il cofano / Re:Questo glossario è errato?
« il: 2012-07-04 18:37:02 »
Hi Dairon,

I am happy to help with the detail you asked me about. I included it because my experience in previous discussions.

Here is one example: the character is cutting the pole with his sword, because this pole is part of a magic ritual that desecrated the grave of a saint. Because of this desecration, the graveyard’s occupants have become ghouls, who attack and devour the living. The character is cutting the pole to disrupt the magic ritual and to restore the power of the saint over the graveyard. It also so happens that a number of these ghouls are charging at the character.

This is why timing becomes important. Cutting the pole is a single action, but it matters very much whether the character can cut it before the ghouls reach him. It also might matter if he can still cut it after one or more of them reach him.

Here is another example: several characters are struggling in a cabin at night, lit by a lantern on a table. Let’s say … Rebecca is trying to stab Joseph, Joseph is trying to leave the cabin, Samuel is trying to shoot Harriet, and Harriet is trying to knock over the lantern. Let’s focus on Harriet – her goal is actually to help Joseph by reducing Rebecca’s ability to see him.

In this case, timing is absolutely crucial. If Harriet can knock over the lantern before Rebecca can try to stab Joseph, then Joseph has a better chance to escape. But if Rebecca is faster, or if Samuel is faster, then her attempt to knock over the lantern might be stopped.

In both my examples, the action in question is very simple: to cut a pole, or to knock over a lantern. If we were to stay too focused on the single action, then the game system might not be able to handle the consequences in the conflict in a meaningful way. (In fact, I suggest that only a small minority of role-playing games have a system capable of handling the above situations in a fun way, without GM intervention.) But if the game focuses on conflict resolution instead, then the above situations can indeed be resolved, whether by encompassing the details in a big narration (Primetime Adventures, Dust Devils) or by including timing as a dynamic mechanic for smaller-scale actions (Sorcerer).

This is why I included the concept of timing, which is to say, the relevance of the single action within a context of numerous other actions. I hope it makes sense.

Best, Ron

25
Sotto il cofano / Re:[english] "Conflict of interest"?
« il: 2012-07-03 19:21:50 »
Meaning #2 is correct. “Interest” in this phrase always means “to a character’s advantage.” As I’m applying it to role-playing, I am strictly staying with the in-fiction character. Players’ desires or sense of advantage in the real world are completely irrelevant. I am especially not talking about what the player or anyone else wants to see happen to the character.

The concept is quite flexible for certain variables, however, and different games permit different ranges within the flexibility. For instance:

1. The character’s perceived advantage may be real or mistaken, which means there are three subset possibilities: he accurately perceives an advantage, he perceives an advantage but there is none, he does not perceive an advantage (and therefore is trying to do something else entirely), but one does exist. Some games permit the conflict to occur in all three cases, some in only the first two. An example of a game mechanic which plays this distinction for comedy is the Dumb Luck score in my game Elfs.

2. A character’s action relative to the advantage may be knowledgeable or ignorant. In some games, the character may only participate effectively in the conflict if he is aware of it, whereas others permit both. For an example of the latter case, a character might oppose being shot from ambush by stooping to pick up an interesting rock, despite being unaware of the impending attack. In some games which allow the latter, the distinction is absent in the mechanics; in others, it is represented by two different mechanics. An example of this last type of game is Extreme Vengeance, which includes two scores, one for Guts and one for Coincidence … either of which can harm the opponent.

The simplest version is obviously that an advantage exists (not being eaten by the ghoul), that the character is aware of this advantage (the ghoul is attacking him), and the character takes action to prevent it (he tries to smash the ghoul’s head with his hammer). However, this simplicity can be a trap because it seems so obvious that you solve the conflict through completing one or more tasks as necessary … but that “obvious” perception is grossly mistaken. Many games break down mechanically as soon as the situation becomes more complex than this utterly simple situation. When this happens, understanding that the conflict of interest is what needs to be resolved, no matter what the task or tasks being undertaken, is crucial. Otherwise you instantly enter the Murk.

Best, Ron

26
Sotto il cofano / Re:Questo glossario è errato?
« il: 2012-07-03 13:53:05 »
All of you are making this much harder than it needs to be.

Imagine that you are playing a game, a very ordinary RPG, nothing special or fancy about it. You have a character and this character has a big sword. There is a wooden pole set in the ground in front of the character. You say that your character swings his sword to cut that pole. We will assume for purposes of this explanation that this is, in-universe, physically possible for the character to do.

Now we split into two possible approaches to this situation.

ONE
Always, forever, no matter what, you must roll or apply a given game mechanic of any kind to see whether the character cuts the pole successfully. Or perhaps this "always" exists in vague range of difficulty as judged by the GM, but still, inside that range, the mechanic must be applied.

TWO
You consider whether cutting this pole is opposed by any other character or character-equivalent. Does any current action or pre-established action (even in the GM's notes) act as an opponent to this action? Does the timing of this action play a relevant part in some other circumstances in play? If yes, then you apply the relevant mechanic. If no, then you don't, and the character simply cuts the pole.

The first is task resolution. Tasks are resolved (mechanically) in the presence or absence of conflicts. A given conflict is resolved only if the cumulative tasks involved finally and eventually add up to its resolution, and this is an opportunistic outcome.

The second is conflict resolution. Tasks are only mechanically interesting (i.e. mechanically resolved) insofar as they are relevant to an existing conflict of interest, and that conflict of interest will be resolved through the application of the mechanics, no matter what tasks are or are not involved inside it.

The difference is enormous. It is not trivial, and there is no spectrum between these approaches to play and to rules. This is a binary and real distinction that applies to any role-playing rules ever written and played. All of the above statements that "it makes no difference" or that "once you learn it you can forget it" are false.

It has nothing to do with the scale of the resolution, i.e., how much time or effort or how many tasks are involved. It has nothing to do with whether the potential results are pre-stated ("stakes") or emergent.

Please think about Dogs in the Vineyard. Once the dice begin to roll, whatever problem or confrontation was in play will come to some kind of relevant outcome, and that problem or confrontation will at the very least undergo a profound change. This is what the dice are for. The various actions inside that conflict are not trivial, but they are not considered units of mechanics usage. Or to put it a little differently, this is why you do not roll dice in Dogs in the Vineyard when your character decides to fire a bullet into a tree for fun when he rides by it.

Many people have arrived at conflict resolution in practice when using task resolution rules, simply because they informally avoid using the system unless a conflict of interest is involved. This is a serious change from the written rules to the in-play (real) rules, for that group. The fact that they do not realize they are doing it, or if they do, they merely call it "playing right," does not mean the change is not real.

Best, Ron

27
Gioco Concreto / Re:[Spione] Giocare "in character"
« il: 2012-07-03 13:25:20 »
Hi Ezio,

I will tell you, although in English.

Playing in character is something you can always do, with any character. When you feel a strong identification or inspiration for that character, then speak for them, say what they do, and I hope, do these things in a creative, engaged way.

(The owner of a principal character has veto powers over anything substantial (see the Flashpoint effects lists for what that means) stated for that character by someone else, but notice the very limited nature of that rule. You cannot, for instance, veto a stated action for your principal and say what he or she does instead. Nor is your permission required for anything non-critical stated for your principal.)

It is very, very simple - perhaps too simple when a person has spent their life creating, owning, speaking for, and stating the actions of a single character as the defining act of the hobby.

Think of all the reasons why - the purposes - of creating, owning, speaking for, and stating the actions of a single character. All that effort. All those sheets of paper. All the chapters of the character history. All the numbers. Think about what you do it for, in play.

Now skip all that stupid bullshit, forget that you always associated that purpose with ownership, and simply do it for any character you want, for the simple reason that you feel like you understand that character and have a very strong urge to do it.

That is why the two principals are not necessarily player-characters. Or to put it better, any character becomes a player-character when someone is playing him or her in that way.

You may be running into some trouble because you associate playing a character with creating that character and exerting exclusive ownership rights over him or her. Abandon that association and role-play any character in the story when and how you want.

Spione offers more individual-character role-playing to everyone present than any other game ... because you can always do it when you really want to, with any character in the story.

Best, Ron

28
Hello,

I am not sure that I understand the question very well, so I hope this post makes sense. I think I see two different issues.

1. As I tried to explain in the book, the mechanical term Goal only applies to the trollbabes. Other characters have "goals," in play, i.e., what they say they want, or what they are trying to do, but the content has no mechanical presence in the game.

In other words, if I am GM, and I have my character try to kill your trollbabe, and you fail the roll, this has nothing to do with your character dying. The roll only has to do with what you say her Goal is, for instance, "kill him," "knock him down," "throw him in the river," or anything else. She will succeed or fail in her Goal based on the roll. The attacker will succeed or fail in his intentions based on how the outcome is handled mechanically.

The only exception to this point arises when the player poses a negative Goal for the trollbabe, like "stop him from killing her." In this case, the player has deliberately chosen to put the attacker's victim at risk from the roll's outcome.

2. If the GM describes a character killing another character, and neither is a trollbabe, and if this description does not lead the player to starting a conflict about the result, then the event happens as described. There is no conflict, no roll, no mechanics.

Please let me know if this post was helpful. You may need to explain the question again if I have misunderstood the issues.

Best, Ron

29
Moreno, I've come to think of Illusionism as the negative extreme, with any "in the know" indicating some degree of Participationism.

The distinction you're drawing is very finely-drawn, as I see it, perhaps too finely to matter. I see almost, perhaps complete identity between your two phrases: "the player's knowlege of being in a 'story before' situation" and "on the use of the 'Black Veil' by the GM." Well, maybe not complete. But very nearly complete.

It's no surprise that the author of Under Illefarn was Steve Perrin, no stranger to devotees of early RuneQuest. In fact, I recognize most of the authors of that series, notably Aaron Allston, one of the heavy hitters of early Champions.

Alessandro, I agree with Moreno. Not all settings are suitable, not intrinsically. I think it's possible to invent certain depth or details into a printed setting to make it more interesting; I found myself doing this when I was reading the Al-Qadim material, for example. The only problem with doing this is implementing it for actual role-playing, when I discovered that (whenever I tried) I was forced actually to re-write the whole setting.

My personal list of settings in the three relevant categories include

Powerful as written, play as written, bask in the wonderfulness: DeGenesis, Center Space, Glorantha (in a class by itself), Venus 2141

Plenty of potential but the authors didn't use it, highlight it, or perhaps even know it, or if they did, it was dodged or buried under crusts of other nonsense: Justifiers, Planescape, Underground, Fading Suns, The Whispering Vault, Tribe 8, The End

Very pretty but ultimately unusable for Story Now play, needs to be rewritten and profoundly re-focused in order to be played in this fashion: Al-Qadim, Jorune, Space: 1889

Please note that the above lists refer to the settings as written, without reference to the systems or instructions for play. Also note that I have omitted certain settings which are very good but require specific input from the GM (Zero, Lacuna), or any games in which setting is built by the group in some way (shock;, Sign in Stranger, In a Wicked Age, Sorcerer). Finally, the lists are not complete, merely intended as a snapshot.

Leonardo, I think the step you've raised deserves deep discussion in an Actual Play thread. It is, I think, an issue specific to this particular kind of play, both socially and procedurally.

Citazione
... I feel that what makes a setting-centric Story Now game click in the long run and what makes some players interested in the game at first doesn't always coincide.

I agree. What that means to me is, my priority is not to make as many people in my gaming group attracted to this particular project for play, but rather to play it only with people who are.

Citazione
... if you want the game to be even possible, you better put your project on hold or find someone who is almost as excited as you are.

Yes. Again, I think you should start a thread about how this was actually brought into practical, functional role-playing activity. I'd love to contribute to a discussion about that issue.

Best, Ron

30
Hello,

I have uploaded a copy of the essay in Word: Setting dissection. If someone wants to make it into ePub/mobi (whatever those are), please do. Or if someone wants to translate it, that would also be wonderful.

Mattia, what I "wanted to point out" is what I wrote in the essay. To be absolutely specific (which I thought I already was), I am providing tools to make playing games like DeGenesis easy and fun for people who'd like to role-play with Story Now goals. For Italians, the problem applies very specifically to the World of Near material. For more background into my experiences with that setting, and a very practical application of the ideas, see the Forge thread [The Shadow of Yesterday] Drugs, hugs, knives, and Zu.

Best, Ron


Pagine: 1 [2] 3