Werewolf: the Forsaken, Обсудим новых вервольфов. |
Werewolf: the Forsaken, Обсудим новых вервольфов. |
Apr 2 2005, 20:43
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Завсегдатай Модераторы 631 12.8.2004 Киев, Украина |
Цитата("Rockabilly_Pete wrote:") But, this is exactly what I mean about White Wolf polishing a flawed gem. I still don't understand the larger context for Werewolves, what they aim to do with their lives, what their challenges are, what themes the game is trying to wrestle with. Цитата("ESkemp wrote:") Ah, here's an old game design dichotomy. Picture, if you will, a long sliding scale. At one end of the scale is a game where your characters all come with motivations hardwired into them, and it is clearly answered for you "what you do." The main thrust of character creation is not deciding what you want your character's story to be, or figuring out what you want to do, but figuring out just how you do it or why. Some D&D games can be like this ("You kill monsters and save the world, you just have to figure out if you do it with spells or a sword"), and games such as Whispering Vault managed to bring great sophistication to what was essentially a formula ("Every session involves hunting an Unbidden.") I think it's fair to say that Werewolf: The Apocalypse lay closer to this pole than the other. You Fight the Wyrm. Yes, you can do other things, but that's hardwired into the game. At the other end of the scale is a game where absolutely no in-game focus is provided. Do whatever, be whatever. At its extreme, this is the Hero System without the game master stepping in and providing a setting. Or, say, D&D under the right kind of DM — you define what you want your character to do and why, and the rest of the game falls into place. Werewolf: The Forsaken doesn't aim for either of those extremes. It's farther from the "inbuilt focus" pole than W:tA was, because we wanted it to draw more from the "What do your characters want to do?" pole. You have the inbuilt conflict of provided antagonists to use as a tool, but it's not a holy war that must be fought because not every chronicle is going to (or should) be a war story. To use the "meaning to existence" metaphor, no Greater Meaning is clearly provided because that would take away the possibility of doing a chronicle built around a pack searching for meaning in their lives, and ultimately finding it or failing to do so. No Validation of Purpose is given because that removes the possibility of stories about faith in the face of uncertainty. Such things would certainly provide more central focus to the game, but they would take away options for customizing chronicles. I encourage everyone who's thinking about running a game, be it Werewolf or otherwise, to visualize this scale in terms of your own chronicle. If you want to run a game that's at point 2.3 on the scale and your players would be happier with 7.1, that's going to cause issues. The best games provide enough focus that the players are never out of ideas for things to do, yet are not so focused that the players aren't allowed to pursue their favorite goals because the setting wants to focus on other things. This is true both of game design and of Storytelling. _________________ -- Ethan Skemp WWGS http://forums.white-wolf.com/viewtopic.php...4d3cbd695c15fe2 -------------------- Each of us must walk a different track -
No sign to guide us and no turning back. It's no contest - but we still race there Like the saintly tortoise and the godless hare. - Skyclad, "Worn Out Sole to Heel" |
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May 14 2009, 09:14
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Hush Hush Координаторы 2355 21.1.2005 Санкт-Петербург |
Хм. Совсем забыл: кусочек перевода более чем двугодичной давности:
http://streets.eail.ru/other.games/world.o....forsaken/index Вот такой вот некропостинг) -------------------- yyy: Знать Дзирта и не знать Векну - убейте его из милосердия)
Currently playing / GMing: Planescape (rules-free) / Ultima Currently preparing / working on: Ultima-fork / Мастера Духов |
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May 14 2009, 16:28
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Завсегдатай Модераторы 631 12.8.2004 Киев, Украина |
Хм. Совсем забыл: кусочек перевода более чем двугодичной давности: Может выложить его как-нибудь так, чтоб оно не требовало регистрации?
http://streets.eail.ru/other.games/world.o....forsaken/index -------------------- Each of us must walk a different track -
No sign to guide us and no turning back. It's no contest - but we still race there Like the saintly tortoise and the godless hare. - Skyclad, "Worn Out Sole to Heel" |
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May 16 2009, 00:32
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Гость Пользователи 21 22.4.2009 |
мне в НМТ не нравится, что Фера убрали
особенно за Нувиша обидно |
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Aug 20 2009, 12:16
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Гость Пользователи 43 30.11.2008 |
Резонно. Ночью отпишусь.
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: 25th April 2024 - 20:41 |