jeregenest: (Default)
[personal profile] jeregenest
So I'm beginning writing my thoughts on player narrative control for my forthcoming spy game (which I now have to run because I've mentioned it way, way more than 10 times) and I came across this interesting article, whch is interesting for its attempt to give a historical approach and for its ability to stay outside several of the hot buttom arguements that usually drg this sort of thing down. I'll have more indepth things to post on player narration soon, I promise.

Date: 2004-03-02 12:05 pm (UTC)
From: [identity profile] unquietsoul5.livejournal.com
I've grabbed it for offline reading, as I am a bit time stressed right now and have a lot to accomplish between now and when I fly away on Friday. I probably won't get to read it until after I get to Seattle.

Thanks for pointing it out though.

Joe

Date: 2004-03-02 12:12 pm (UTC)
From: [identity profile] jeffwik.livejournal.com
I find it interesting that the author includes documentation like GM's notes and even the gamebook(s) as part of the "text," although it's not an idea which lends itself immediately to the creation of more satisfying games. Any actual, playing group is going to have some level of power/control issues, after all.

I'm with Gleichman.

Date: 2004-03-02 12:23 pm (UTC)
gentlyepigrams: (Default)
From: [personal profile] gentlyepigrams
I'm skimming it and finding it very interesting. You should post this over on 20x20 too.

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