Insight and Maps.

From: Michael Cule <mikec_at_room3b.demon.co.uk>
Date: Thu, 10 Jul 1997 18:55:17 +0100


David makes very good points about the nature of what actually happens on a HeroQuest. But...

I can't manufacture a game that will produce insight in the players. I can only produce mechanics that will reflect what happens when the characters gain insight. Ummm.

The point about maps is very good. A heroquest map would be more about relations between events than geography or geometry. ("This event-node leads to this one or that one. This marker leads to here or to there.")

But.... HeroPlane Space in n-dimensional and Mundane World people can only perceive 4-dimensional space. They cannot see the whole of what is going on in any HeroQuest situation. They can only see one aspect of the reality that is before them. And if Yelm's footstool in one Quest is in another aspect the Book of Law for a people on the other side of the lozenge then kicking it over when you alter the myth of Orlanth slaying Yelm may have consequences you never see and never suspected.

And the third trouble is (and this is the one that caused Greg and co to stumble) that a referee has to have a map in his head of how the world of the game works. He has to be able to decide from his mental model of the world how activities the players may choose to have their character perform will alter things. And referees are only 4 dimensional too. Can a referee without an Insight into transcendent reality run a game that is set in transcendent reality.

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