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Reading on the toilet just now, having read a lot (and run a bit) of recently, I'm struck by both the similarities and the differences.

In the StoryGuide/GM chapter, it talks about how your job when starting a game is to first inject some content, but the mostly sit back and react, to "wait for pauses in the game, moments when the players don't really know where to take things".

Which is pretty much half of "When to make MC moves." of .

Power BI Online Edition @lordminx

It also tells the SG not to prep a lot, which does as well, but it goes further and says "nothing in the game exists until a player character interacts with it", which is ... not what AW does?

I mean, it's true in the abstract in that stuff like fronts and the NPCs that come with them are built from stuff that happens in play, so at some point a PC interacted with it, but once that happened, these fronts and their NPCs can and should act offscreen, ie. without PC contact later.

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Still, really fascinatin to see through the lense of games. Once again struck by how much interesting stuff happened and keeps going on in /#StoryGames discourse and design.

(Now I just need to find a good way to bring Keys into games a bit more. I just loooooove the idea of them.)