tag:blogger.com,1999:blog-8945796112975144904.post4598102589915768329..comments2013-12-31T15:43:36.687-08:00Comments on Abby's Place: sim: what it is, what it isn'tZac in VAhttp://www.blogger.com/profile/09041672961685368893noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-8945796112975144904.post-75542619301895031212011-05-07T23:40:02.984-07:002011-05-07T23:40:02.984-07:00That's all Fortune-based resolution, though. I...That's all Fortune-based resolution, though. In Drama resolution, just like Vincent says, it falls to the procedures to push play. <br />So, in a Story Now game with Drama, all you got is procedures. Well, no - you can have Drama-based mechanics, right?<br />Polaris sure does. It has a little core of Fortune that sits there staring at you, all threatening-like. But it still comes down to the gamble, in some fashion. <br />Only 100% pure Drama resolution could use something other than the dice to make one's decisions have bite.Zac in VAhttps://www.blogger.com/profile/09041672961685368893noreply@blogger.comtag:blogger.com,1999:blog-8945796112975144904.post-24328912860436378662011-05-07T23:10:30.642-07:002011-05-07T23:10:30.642-07:00I didn't explain "choice" enough - N...I didn't explain "choice" enough - Nar AND Gamism are about choice. <br />I was watching House, and it occurred to me that, in AW, the hard choice you make is *whether or not to roll the dice*. The choice is whether to take the gamble. <br />In Dogs, the hard choice is to keep going when the dice don't go your way. The choice is whether to live with the gamble. <br />In Polaris, the hard choice is whether to compromise with your worst foe. The gamble (the experience roll) is the very last resort. <br />I need more examples, but the way in which the dice affect our choices is really interesting.Zac in VAhttps://www.blogger.com/profile/09041672961685368893noreply@blogger.com