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chadu April 21 2007, 14:14:59 UTC
Thank you for posting this!

Dude, I'ma gonna quote/link to this from the design blog, but wait to see if anyone else posts stuff about the playtest sessions tonight/tomorrow.

Is cool?

CU

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rob_donoghue April 21 2007, 14:18:56 UTC
Absolutely!

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nixieq April 21 2007, 19:01:41 UTC
that scene was made of awesome. too bad the skylight thing didn't pan out -- that had the makings of another excellent scene.

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macklinr April 21 2007, 23:17:19 UTC
This post makes me (a) want to play this game even more and (b) want to play in a game sometime with you.

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mashugenah April 22 2007, 10:28:28 UTC
But was the origin of the scene systemic or imaginative?

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rob_donoghue April 22 2007, 13:36:00 UTC
They complimented each other. It was traditional scene framing, so I was rolling to see if I was good enough to do it, not to control the story so it happened. As such, the impetus (and in turn, the color) came from player imagination, but the system then supported the cool outcome through the handling of difficulties and the nature of bonuses in the game (which is one of the most elegant pieces of the PDQ core.)

This actually did a good job of illustrating why I'm fond of traditional resolution. If I had been rolling based off story power to get narration of this sort it would have been fun, but it would not have had the very primal "Damn, I'm awesome" that, paradoxically, comes out of the character being the source of success.

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rob_donoghue April 22 2007, 13:37:17 UTC
(Though the fact the Corbeau's in character assessment reads a lot like an OOC narrative declaration is an unintentional bit of humor.).

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