(no subject)

May 16, 2006 22:10

Just a bunch of Roleplaying stuff. Those who are interested read on. Those who are not. You probably skip my entries anyway. (Insecure much? Yeah. I'm dealing with it.)



So those of you who were going to play Abrigann, we're almost certainly without a doubt not going to do it. I just can't get into and the amount of work it takes to run two concurrant campaigns is huge. Especially when my brain power has been going to something I find a whole heck of a lot more interesting.

Yeah, I'm dusting off Ar'hea again. (Note the appostrophe. I've decided that Thorn was right and the impression of the 'runs' as it were was inappropriate for what I'm trying to do. I suppose I could put an accent on the 'e.' I think it's easier to type apporstrophes than it is to type accented e's. No, I don't have an international keyboard, and no, I don't feel like remembering the alt+whatever. I could, if I...look, the parenthesee is huge!)

Okay. Moving on. I'm going back to the beginning and putting Ar'hea through everything again. Changing the way I think about some things, and trying to look at it fresh. I'm probably going to keep some things the same, but I've realized that people were right, I was going with what I knew, and not what it 'should' have been. I was most certainly trying to put an oblong peg into what could only be called a crew-cut hole.

I may have been raised on AD&D and then D20, and roll high systems and multiple dice, but I certainly don't need to stay there. I know that I /like/ the idea of putting numbers together, but I don't know that I love it, either. I know it's what I'm used to - which counts for something - but not necessarily what I need.

So I've done some poking. On RPG.net, which is good at reinforcing my old ideas, but then some new exploration on the Forge. Now, I'm not a huge subscriber to RPG Theory, more because it involves parsing a lot of academic language than anything else - Which is fine, but some academics forget that small words can mean a lot as well...anyhoo - and I came across three questions. (I should cite my source: http://socratesrpg.blogspot.com/2005/12/what-are-big-three.html )

They're pretty basic questions, but they're not easy. They're actually pretty hard. I've found in my cello students that half the time they can accomplish something without actually knowing how they do it. Which is fine, to a point, but once they know /how/ they're doing it, they start applying it to other situations and suddenly a whole new world opens for them.

The Questions are these:

1. What is your game about?

2. What do the characters do?

3. What do the players do?

The first thing that would come to mind is a response my mother uses often, espcially when interpreting for my brother. "Duh." Of course you should know the answer to these questions. Right? Yeah, well apparently I hadn't thought about it enough.

Don't get me wrong. I can answer these questions. I could take about two or three pages answering each one. What I can't do is boil my response down to a paragraph.

Well, hell, I'm glad I did this brain dump, because I think I've just done it. Let's find out.

What is your game about? - Words are Belief. Words are Power. A ill-spoken word can carry the force of battering ram. Words spoken in tenderness can heal.

What do the characters do? - They are the Fateless. The chosen that are unwoven from the Tapestry of Life and lay on the edge of the Void. They act to maintain the Weave of the Threads, or act as an agent of Entropy, or both.

What do players do? - Direction. The player becomes the guide for a single character, choosing their path to overcome conflicts, and choosing the Words that are spoken.

Well that's a bit of change. And not a perfect answer. I thought I had something quick, but that was 45 minutes ago. I don't suppose I should ever be satisfied with my answers until everything is finished, and even then, I hope I'm not.
Previous post Next post
Up