Re: Problems with a player's 100 words

From: L.Castellucci <lightcastle_at_...>
Date: Sun, 17 Dec 2006 00:40:12 -0500


On December 16, 2006 02:29 pm, Jane Williams wrote:

> (put pen down all disappointed.) You've met me before,
> haven't you? :)

OK, *I* am intrigued by it. Can you get a 100 word narrative chock full of evocative abilities like Ashley suggested?

> Nice! Catchphrases, effectively.

And that's the problem, I don't see catch phrases working well out of a narrative. Mind you, I am likely to allow a player to take the "condescendingly brilliant" that came from a narrative and let them change it to, "I'm sorry, you simply wouldn't understand."

> Sadly, no. The points limitations mean it's turned
> into sums and strategy. Which is still a fun game, but
> a different one. You start off trying to use the rules
> to simply describe the person you want to be, then
> discover that you can't. You're not allowed to hate
> the man who killed your father all that strongly. Not
> if you want any points left over to love and feel
> protective towards your mother, anyway, and forget
> about any "can do" sort of abilities to do anything
> about either relationship. OK, maybe those could be
> grown in play, but the hate has to start high for the
> story to make sense. And the rules won't let you, so
> you start looking for how to stretch them, to make
> those points go further. Which has FA to do with
> roleplaying.

Sadly, I agree with you here.

> This does work very well. You probably don't know the
> character very well until you start playing them, so
> filling things in later makes a great deal of sense.

I've had good success with this as well. It's usually ended up as a list method thing, with them filling in more abilities as they go. Some start with a couple already obvious to them. I've never played with filling it in as narrative as one goes.

LC

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