| | Re: Elements of a brick oriented RPG
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| (...) Because I'd like my players to be happy. I could instead, decide about how long it takes for a saboteur to blow up the ship, and then after fifteen minutes of game time have passed, say, "The walls of the ship glow white-hot and then you don't (...) (22 years ago, 6-Jun-02, to lugnet.off-topic.geek)
| | | | Re: Elements of a brick oriented RPG
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| (...) I'm curious, was this an example of a real scenario, and I'm just missing things because there's no way you can compress a game session into a posting or two, or is this a constructed example? If the latter, it sounds like a poorly constructed (...) (22 years ago, 6-Jun-02, to lugnet.off-topic.geek)
| | | | Re: Elements of a brick oriented RPG
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| (...) It was just a quick example off the top of my head-- certainly, any such example will have piles of nits one can pick, and that's sort of my point-- anything's gonna have those sorts of problems, and finding those problems is exactly what PCs (...) (22 years ago, 6-Jun-02, to lugnet.off-topic.geek)
| | | | Re: Elements of a brick oriented RPG
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| (...) Ok, this points out a problem with constructions like this, they will have far more holes than something that was thought out. This particular construction is actually a good thought exercise for working out gming and campaign style. If (...) (22 years ago, 6-Jun-02, to lugnet.off-topic.geek)
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