Re: Actual Play

From: Benedict Adamson <yahoo_at_...>
Date: Wed, 10 Sep 2003 00:47:58 +0100


DaveCamo_at_... wrote:
...
> Once the players realized, though, how
> limiting the once-per-adventure bonus is, they were more careful with its use:
> 1) How do they know that they're at the most important point of the story?

The following heuristic serves well:
If it's an Extended Contest, it must be the most important part of the story.

...
> Style of play, I think, can make a huge difference. A narrator who tends to
> have one climax and that's it will have animists saving their fetishes for that
> one situation. However, sprinkling some 'cliffhanger' type moments throughout
> the scenario will cause them to think more about fetish use.

We've found that more than one Extended Contest per scenario tends to bog down play, rather than create intermediate cliffhangers.

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