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Хочу сегодня поделится вот такими правдами для тех, кто пишет игры от Jeep Forum.
Jeep Truths
for Gamewrights and Game Masters
- Restrictions foster creativity.
- You basically cannot go wrong by letting people succeed (which doesn't necessitate doing so).
- You should always have a message or premise. If you ask yourself "What is this game about?" and find yourself answering with long description of how you think it will be played — think again.
- Setting does not make up for story. Assume that you are the only one that thinks your setting is cool.
- Assume your players can handle difficult form.
- Assume your players can understand complex stories.
- Assume your players are interested and motivated to do the best possible thing with your game.
- A game that stinks should be ended quickly, and then discussed.
- A story can often benefit from having less lead characters than actual characters. There is no rule that says everyone should have equal direct impact on the story or equal screen-time.
- Shorter games are often better than longer; it is okay to end a game after three hours (or less), even if you've, publicly, estimated the time to six.
- Always make sure that the players know what they are playing, and where the story should be going.
- A game can be played several times with the same players playing the same characters.
- Keeping player number low and keeping players close together, such as in the same room, enables you to do cooler things with the form, helps keeping a unified vision and facilitates telegraphing.
- The most important purpose of a story is to facilitate player interaction.
- Don't be afraid of patch-work stories.
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