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Forge Theory - in a Nutshell?

Started by brettmb2, November 04, 2006, 11:19:19 AM

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arminius

Quote from: StuartI still don't get the Hippy Games connection... :confused:
It's a tongue in cheek reference to how they think "traditional" gamers see their games.* It goes hand-in-hand with some people embracing the term "crazy moon language" as an ironic reference both to the excesses of Forge terminology/dogma, and to their own scandalized reaction to it.

*Which probably has some basis in fact. E.g. I ran across an old game-hand, Scott Ruggles, telling Vincent Baker that the new stuff seems interesting but "touchy-feely".

Edit:  I'm sure there's also a reference to Cartman's knee-jerk attacks on "hippies" in South Park.

Blackleaf


Levi Kornelsen

Quote from: StuartRon "Helter Skelter" Edwards? :D

:pimpdahoe:

Dude, slagging Ron off in imaginary ways is rude.

To me.

Because it gets in the way when I want to slag on him for real stuff.

:D

Blackleaf

Sorry Levi, the irony of it was too funny to resist.  :D

urizen

I have to agree with Brett about the terminology of the GNS getting in the way of the Philosophy behind it.

I prefer to keep it simple. So here's my "White Trash Gamer philosophy"

What does everyone want  out of their gaming experience? FUN.  Okay, how is that best accomplished?

Communication

It's easy enough to have a discussion with all players before a game/campaign begins to find out what everyone wants. Does a GM have to be the initiator of the discussion? Not necessarily. Everyone should have equal input on what their expectations are. Some things that should be discussed:

1. Role in the game
2. Goals
3. Type of Game
4. Other expectations

Role in the Game
What type of game is being played, and what roles are being adopted? How can you get the most out of your role? Are you more familiar taking on a major role in a given storyline, or do you feel most comfortable in a support role?

What kinds of inner and exterior conflicts does your character bnring to the game? How might they best be resolved?

Goals
Discuss player(and by proxy, Character) goals. Find out what everyone wants to achieve within the framework of a game. Set both short term and long term character goals based on your character. Set Group goals.

Type of Game
Discuss the type of game you want to play and examine how it best suits your style of play as well as group and individual goals. Some settings/games don't necessarily facilitate the achievement of said goals.That said, we want to have fun right? Don't pigeonhole yourself into a specific genre if it doesn't appeal to you. Be sure and communicate this to your fellow players.

Other Expectations

What kind of system does your group like? Not everyone likes the same system. Not every system is geared towards a certain style of play. Find the one that best suits your style of play. Many people say "oh, I don't want to buy a bunch of books that I may never use.

I suggest group setting up a "gaming fund" which everyone agrees to use for new products/supplements that have unanimous appeal. Spend a session with everyone discussing and learning new rules. Keep the books available for players to look at. That way, everyone benefits from a new purchase without having to spend a ton of hard-earned money on new books.

What atmosphere makes players most comfortable? Sitting in a cramped/unclean room for hours on end isn't conducive to a great game. Discuss what enironment has the most appeal to you.

Props? Are they necessary? Do they improve your game, or are they just too much work?
---------------------------

The biggest  component for fun is communication. If everyone have open, honest communication about what they expect out of a given session, I think everyone will have fun, memorable games.

beejazz

Meh. A theory that is all-encompassing and universally true is either going to be too verbose to read or too vague to use.

So there.

On an unrelated note, there's always room for tidbits! Like...

QuoteDON'T always say yes.
DON'T never say no.
DON'T say yes or roll the dice.
DON'T always say no.
DON'T never say yes.
DON'T say no or roll the dice.

RATHER answer accurately, clearly and concisesly. If the answer is yes, say yes. If the answer is no, say no. If the answer is five, say five. If you don't know the answer, roll it. There should be rules for that.

The sole mitigating factor is when the character is mislead. This, however, is covered by accuracy, as you remain true to the in-game reality.

See? It's hardly something controversial. It's small. It's predictable. It's probably at least something like what you're doing already. If there is to be a theory, it should work from the bottom up. Not top down.

Firefly Games

I see Faery's Tale cropped up earlier in the conversation in regards to the Forge. Just to clarify, the game's not a direct result of Forge-based discussion or theories - I don't even post to the Forge, nor read it very regularly. The design process did involve explicitly purging the game of wargaming-legacy rules in favor of a design emphasizing storytelling over tactical play. Whether that means it's influenced by the Forge, or an indirect result of Forge-based deconstruction of RPGs, I leave to the reader. :)
Patrick Sweeney
Firefly Games | //www.firefly-games.com

Tiny faeries. Big adventures.
Faery's Tale