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Why Sherlock Holmes stories are not mysteries: a transition problem.

Started by J Arcane, April 04, 2007, 02:02:35 AM

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Balbinus

Quote from: J ArcaneThe challenge to me is only in coming up with interesting characters and stories to tell, portraying them well, reacting to the events as they pass.

Well, that's true for me as well, spot on so.  I guess perhaps where we differ is that if I'm assured success regardless of what I do I start to feel that what I do doesn't matter, and so in a way I'm no longer really contributing to the game.

In a way, the possibility of failure is what makes my choices in the game meaningful for me.  If I succeeed whatever I do, then what does it matter what I do?

RedFox

Quote from: BalbinusI can see the Buffy/Who comparison, it wouldn't be combat but you could have similar concepts to make it work.

With Trek, you'd need something to encourage sending down the bridge crew as an away team, which makes no sense at all on a moment's thought, something to encourage social rather than technical solutions to most issues and something to allow technobabble solutions on occasion.

Dude, it just hit me.  You build up "Technobabble points" from solving problems non-violently.  When you've got enough of those, you can turn them in to essentially short-circuit a solution from scratch.  There may be a shopping list of effects, like Dramatic Editing from Adventure!, wherein the more points you have the more broadly you can change things with technobabble.

It, like the staking vamps thing, is a problem of mechanical pacing of behavior.
 

mrlost

You know this sounds a lot like Greg Stolze's beer and pretzels game In Spaaace!

Which I believe is available free now.