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21 août 2017

This is excellent. (The article + the g+comments.)

This is excellent. (The article + the g+comments.)

In a sense, I think this frustration is the root of tangibility. A big part of a world feeling real is that it sometimes clings to its own self-consistent logic, refusing to conveniently bend to the needs of a good story, apt poignancy or instant drama. It just sits there, heavy and stubborn, forcing you to adapt to it.

Originally shared by Michael Prescott

Awesome Action vs. Tangible Obstacles
I'm noodling on how resolution mechanics contribute to play style in a particular way. This is a revision of my 2015 opinion, which was focused mostly on quantitative difficulty levels (or the lack of them, as in Dungeon World).

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