Re: HW as a concept, and _Adding_ abilities, wealth and wells

From: gamartin_at_...
Date: Wed, 24 Oct 2001 08:39:00 -0000

> It has everything to do with it, as I went on about at some length
> elsewhere. For all the rhetoric on the topic, I can't recall seeing
> any especially useful definition, but mine would be along the
> lines of: decide what's important to the narrative: abstract
> away from what's not, provide some means of describing the rest.
> (You'll note the somewhat key choice to be made in the first step.)_

This is the process of abstraction, not the creation of a narrative mechanic. A narrative mechanic is built around explicit narrative devices - scene, episode, Leading Cast, Bit Parts, those sorts of conceptual paraphenalia (hence followers adding AP etc). It can be as detailed as it likes.

However, it occurred to me to wonder whether you, experiencing this difficulty, are playing a "real & continuous time" style of game rather than an "episodic" style of game, in which the role of the constant value of the Wealth rating is more easily apparent?

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