Themes: Conflicting responsibilities; Choices and consequences; Isolation; Loss
I find it interesting, and a little worrying that White Rabbit has filled so fast. I wonder what people are expecting from the game and what it will deliver.
White Rabbit has had a long gestation... It's the game I started planning after my first Kapcon 4 years ago. If my
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I'm glad I decided to run Dungeon World before this. I'll need to get my gung-ho action out of the way before I get in the box!
Also, this makes me want to look at Echoes again.
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No, no, please gung ho away! The more you gung and ho, the harder you'll fall!
Echoes???
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I'm considering having a logging system... After all Argent sees everything, even the things the GM misses while she is distracted :-)
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As to making it better? It raises the stakes, because I want to impress you far more than some random stranger... But also increases the odds of success, because if I am feeling insecure I can get you to play one of the pivotal characters and hold part of the story for me :-)
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I also feel a little kindred-ship here. The scenario I am working on was also thought about 4 years ago, is contained in 3 Acts, has a clash of genres and yet still aims at creating a strong emotional repsonse first and foremost :)
Good luck.
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One thing in my head is a conversation I had with Dale and Mash and others at DoG, where the implication seemed to be that a really good con game is bulletbroof... that it can't be wrecked by a disenchanted player or the GM having a bad day. White Rabbit will never be such a game... I'm going to have to give it everything and bring most of the players right into the scenario or Argent just won't fly!
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As for bullet proof games, was Alaska bullet proof? I can't help but feel that any scenario that doesn't scare the pants out of the GM is unlikely to have that edge that can make it a great game.
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Speaking only for myself, I believe my take was that the gold standard of a 'con game is that it is replicable. That is - that another GM could run it with a different group of players and have just as good an experience. Not that they always would - just that they could. Ideally such a scenario would also provide tools to allow the GM to combat common issues or flaws of a scenario - although not obviously such advice would not forsee absolutely everything that might occur to detract from the game.
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BTW I didn't so much see it as a comment about me, as a useful conversation that I could learn something from... It made me think about where my gaming is headed and what I would need to do if I do want to reach a wider audience at some point. Not wise right now... I think I have about as much on my plate as it will hold!
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