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Sep. 15th, 2018 12:19 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)



Anymore I fall into this pattern of making images that are meant to be part of the thing I really ought to be working on in less graphical ways. I try to tell myself that this is functional, that it's important to generate this palette that the project itself will use as a baseline.
The Gate of Horn - or Rather - CRISIS at the Gate of Horn is the thing I'm making now - It's still somewhere between a real-deal PPRPG & or a gimmicky card-based one. I keep thinking about The Hobby and its potential as a parlour game - an easy to pick up storytelling trick - as juxtaposed with my very real desire to make something intensely crunchy & rules-indulgent. Complex rules for a simple activity - that's what a game is - at its heart - it's a way for making a common activity (storytelling & theater) into a system involving play by virtue of the inclusion of randomization & rules systems. The latter few of which makes missteps & failures the inevitable fault of the medium - rather than the poor play of the players. Within that broad framework a whole lot of materials can be brought in to enhance the experience. So what's the limit?
And is taking turns & having everyone take their action in the narration 100% mandatory as a method for storytelling as a game?