I haven't downloaded the game, but I'm reading the reports with great interest.
One question about the complications and story elements, though: Does the game provide you with input or guidelines to generate their content, or do you kind of make them up on the fly? If you make them up on the fly, are you using the typical idea generators?
Andrea offers some possible general complications like new enemy appears, equipment is broken, etc but this is quite general so it means I make complications on the fly. And as it ussualy is the case, sometimes the complication is generated from the story itself and sometimes I use idea generators (rory's cubes in this game)
Story elements are ment to be added by player (as opposed to the complications who come from GM) so in this game I played it the same way - they are my narrative interventions.
Hey Aleksandar!
ReplyDeleteI haven't downloaded the game, but I'm reading the reports with great interest.
One question about the complications and story elements, though: Does the game provide you with input or guidelines to generate their content, or do you kind of make them up on the fly? If you make them up on the fly, are you using the typical idea generators?
Andrea offers some possible general complications like new enemy appears, equipment is broken, etc but this is quite general so it means I make complications on the fly. And as it ussualy is the case, sometimes the complication is generated from the story itself and sometimes I use idea generators (rory's cubes in this game)
ReplyDeleteStory elements are ment to be added by player (as opposed to the complications who come from GM) so in this game I played it the same way - they are my narrative interventions.
ReplyDelete