Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Monday, December 30, 2019

Bruno of Elthos

I got a Wacom CTL-470 Tablet.  It's an older, simpler model... an elegant weapon for a more civilized age.

So, you can guess what comes next ... I shall of course be posting some of my better sketches here.  Just some fun things to pass the time, and I do want to learn how to draw a little better so I can update my Elthos Core Rules Book with some nicer looking art.   So here we go.

The latest greatest ...  introducing Bruno of Elthos.


Of course, you want to exercise your own creativity.  That's perfectly natural.  Unfortunately, in this day and age, most people say to themselves "oh, I can't do art", and "I'm not the creative type." along with a great deal of other nonsense.

Why not take up a creative hobby for yourself?  May I recommend https://elthos.com as an excellent place to start?  Go ahead.  Make both of our days.  :) 

Create your own World.

Sunday, April 22, 2012

A Bit Of Diabolical Player Guidance

So there I was, running my world in the middle of a year long campaign when I received from Fate & Destiny a new Player with very lofty plans. He wanted to play what we might fairly call 'the ultimate villain'. Oh my goodness! His concept for Character was so grand, so vast, and so diabolical that I had to sit down, and really think this over. Do I want such a diabolical Character in the otherwise humorous campaign? Will this upset the delicate and entertaining balance we've achieved? The new Player's Character's goal was to eviscerate the humanity he so desperately despises, and then go on to destroy the entire Universe itself by igniting a Cosmic War among Elkron (Celestial Deities) themselves! And his Character had the balls to do it as he wanted to play a version of Satan himself. Gosh. Why are Fate and Destiny so outrageous sometimes?!

Well, well, well. Very interesting. So far as Characters go, I was impressed with the scale of his ambition. He had worked up a rather elaborate, though vaguely defined, master-plan that started quite small, and grew and grew and grew until it ripped the Universe to shreds. Fascinating idea. Though somehow I feel it is something of a risk to my otherwise light-hearted fairytale adventure story campaign, for some reason I like the idea of letting him go for it, with the pre-game caveat that his Character may not have the properties he's assigned to him (immortality, and a vast super-intellect), but might instead simply be insane. Either way, he was game to try it, and I'm game to let him. So there we go.

However, I found that my new Player may possibly have bitten off a bit more than he could chew, though I can't really quite tell yet. My feeling after the first two games was that he may may need a little friendly GM Guidance, so to say, as his plans were not completely solid, and seemed to have certain possible flaws that might derail him through simple logical errors and/or conflicting requirements. First off, though his Character was a diabolical Ultra-Genius who thought in Thousand Year sweeps of catastrophic domino-destruction, he himself seems to be a rather nice guy who would never hurt a fly. No problem with that, of course, but it seems that his lack of inner-villainy may hamper his Character's potential since his Character might think in ways that are far more devious than the Player. Possible. Of course what is impossible is for me to know that for sure. Going on impressions here. As it happens, part of his plan, naturally, is to deceive everyone around himself into believing that he's a very decent Lawful Good-Guy, Altruistic, Friendly and Pure. So short term his Character is on 'Best Behavior', all the while looking for opportunities to implement his diabolical Omega-Plot, one slow, ultra-cautious step at a time. Since I start all Player Characters off at 1st Level he understood and accepted that his Character would not have the benefit of anything remotely resembling super-powers, or super-genius, but would have to grow into that over time if he could. As such, he intends to play him with extraordinary discretion. A slow and meticulous Machiavellian is he. I described the Character this way in a previous post:

"He was an unusual man whose very deep and profound mind thought in spans of hundreds of years at a leap. He was a careful planner, a devious plotter, a slow and methodical plodder, the rare type of man who would serenely sacrifice the present for the future of his incredible designs."

So, when in a recent email my new Player explained a his first "plot" that he wanted to hatch as one of his first steps towards universal cataclysm, I read it over and thought to myself... "hmmmm...?" He planned to free the slaves from the salt mine, and help the rest of the members of the party accomplish their good-guy goals, in a situation where the elites of the local region were plotting and conniving themselves over a valuable new resource (salt) and the discovery of an ancient (and rather darkly powerful) artifact, information to which his Character had become recently privy. Nowhere in his plot did I see so much as a hint of diabolical self-interest. No conniving at all. Why there was nothing diabolical about it in the least. Nothing of the sort. In fact, he planned to give up the artifact to the local Adventure Guild, help the miners escape by exposing the secret mine to the entire community, and in so doing relinquish that one thing above all that Machiavellian Super-Dastards strive for the most - 'knowledge of secrets'. With such knowledge he could ingratiate, he could manipulate, he could blackmail, he could bargain, ...he could do any number of cunning things. And who knows what horrendous powers were locked up in the artifact itself, which faintly glows a dingy light-devouring yellow-gray and causes horrendous nightmares. Hmmm... and so, I realized that my Player (not his Character) may need some Special Gamesmasterly Guidance. Maybe.

However, what I don't want to do is railroad my players, giving them the idea that I have any sort of plan that they're supposed to be following, nor do I want to tell them "No, you can't do that - it's against your character," or anything heavy handed like that. So I needed a way to present to the Player some ideas that may or may not pertain to his character's thought process, without being insulting, or suggesting that he *should* do something other than what he thinks is best for his Character... I really don't mind what his character does, so long as he is actually acting "In Character". In this case I was not so sure. Seemed to me that it might be better for him to consider brown-nosing up to the Magistrates and letting the miners go to hell, so to say. Keep the artifact and hold on the the power. Something like that. How to convey that. Hmmm... hmmm...

Not to worry. And so from my bag of sneaky GM techniques I pulled out ...

A dream.

And this is how the GMing went ... by email:

Ibis fields this concept to his hitherto unmentioned friend.

It is often the case that when Ibis goes to sleep he is visited in his dreams by a little red faced man with a pointy black beard.  He stands about two feet tall, and is usually found in a cave in which there is a fire burning above the lip of a hole in the cave floor. Ibis has made a habit of telling his little friend his ideas, and receiving thoughtful commentary. The only thing the little man has asked for is that whenever Ibis likes an idea that he take a feathered doll from a brass bowl that is standing next to the fire, and toss it in to the fire. They watch it burn together, and the little man usually laughs hysterically, finding great pleasure in this event.

This time the little dream-man has this to say:

"Given the extraordinary opportunity you have to use this information to your sole and discrete advantage (which is to say, to curry favor with the elites in the region *wink wink*), I wonder why you would decide to forgo that in exchange for freeing slaves? After all, they have volunteered their services at, as you say, good pay! While your short term goals are Lawful Good, we both agree (hehe) those actions, I would think,would most likely be in order to impress necessary (important) people that you are not the crafty long-thinking villain you really are. This, it seems to me, may be going a little too far, given how much you would be sacrificing in terms of future advantages. I would imagine you would rather derive a completely different plan based on the principal of "secret and exclusive knowledge that can be exploited for personal gain is a good thing for you". In particular, I would think that you would very much prefer to keep his knowledge regarding the nature of the artifacts to yourself in the hopes that such information may prove useful to you at some time in the future. In fact, my guess is that you would prefer to obtain the artifact yourself, and find others of its kind, thereby advancing your personal secret knowledge and power. Such power could come in quite handy given your long term, and I might say, rather fantastic goals."

With this the little man leaps into the hole and Ibis awakens with a start.

And so, fellow Gamesmasters, just a tidbit of technique to encourage you all along your way toward more Literary Quality RPG Story Telling. I do hope you find this useful sometime!

Best wishes, and Game On.

Post-Script: As it turns out, my Player wrote back and said his Character was going to "think about his plans some more", and then came back in a few days with a detailed description as to why his Character would do what he had in mind first of all... and it made a heck of a lot of sense. Yet he said that my sending him the dream caused him to sit down and seriously think over what he was planning and why, and how he wanted to execute that plan, and question it's viability in more detail - all of which he said was tremendously useful. So there you have it. Game well played. :)

Thursday, September 08, 2011

What Good Are RPGs, Anyway?

RPGs as Escapism

Life in the new millennium is fraught with stresses produced by a rapidly changing, often shocking, and at times highly dangerous environment. Stress and danger, however, are not new to modernity. The notion that we would want, and perhaps need, a mental escape from life's stress is not new either, as many have postulated the same through the ages, and pretty much most forms of entertainment are to varying degrees forms of escapism. Added relatively recently to the catalogue of forms of entertainment known to man was the Role Playing Game.  A wonderful invention, indeed.   And clearly, RPGs serve the need for escapism, and this may even be its primary and most useful function.

However, if the RPG is merely a form of escapism then it could be argued that it is no better than doing drugs, rendering one impotent in the real world in proportion to the level of escape achieved. Escapism could be a more than a mere vacation from harsh reality - it could become an unhealthy, and ultimately anti-social, civilization-diminishing addiction. One might even argue that people who spend their time escaping reality will not help to resolve the problems of the real world, and therefore it not only provides no benefit to or enhancement of civilization, but is completely counter productive. Of course, to make that argument is to argue against all forms of escapist entertainment, of which RPGs are merely one.

If escapism is all that they really amount to then it casts a rather gloomy pall over the whole concept of the RPG and I think I might be persuaded to oppose it on principal. However, I am of the opinion that civilization requires alert, energetic and engaged minds to maintain and advance, and that a certain amount of escapism is actually good for people.  It is also interesting to note what Tolkien once said on this subject. 
"Fantasy is escapist, and that is its glory. If a soldier is imprisioned by the enemy, don't we consider it his duty to escape?. . .If we value the freedom of mind and soul, if we're partisans of liberty, then it's our plain duty to escape, and to take as many people with us as we can!"
S. Lewis was also fond of humorously remarking that "the usual enemies of escape are ... jailers".  I am of the opinion that escapism is actually a healthy and life-enhancing activity, but like everything else, can be taken too far.  So for this purpose RPGs are pretty darn good.   Escape to a Fantasy World for an afternoon, and enjoy adventures that would otherwise be impossible to you.  It's fun.  And, if not taken to an extreme, good for your mind.


RPG: Some Rationals for Justification

It seems to me that there is fundamentally more to RPGs than mere escapism. And for this reason I should like to argue in favor of considering what use RPGs may have for the advancement of individuals and civilization as a whole, and in so doing deflect some of the spurious claims made against RPGs, and attempt to address some of the legitimate concerns which have surfaced.

The principal rationales that come to my mind that could justify the existence and popularity of RPGs are:
  • That it is necessary that some time be spent in mental escape from dull or harsh realities in order to rejuvenate the mind.
  • That it is advisable that some portion of the population that is not able to tackle the actual real issues of the world be offered some means of mental escape least they suffer an incapacitating crisis of stress.
  • That RPGs are not mere escapism but provide a useful function for the advancement of individual mental capabilities, and thereby civilization in general.
Lets consider each of these in turn.

RPG As Mental Spa


To the first point, it is entirely possible that modern stresses and challenges to the psyche are of such intensity that some form of temporary mental escape may be considered a useful mechanism for the rejuvenation of the mind. One might call into question, however, if RPGs are the best mechanism for this effect, as meditation may be much preferred for this purpose. RPGs, after all, can be quite stressful… it is not like watching a field of flowers grow to have your beloved Character threatened to be mashed by the claws of an outraged and hostile red dragon. So if RPGs themselves can produce stress, albeit of a different nature than “real life”, will they really provide a rejuvenating function? This, doubtless, would depend on the nature of the RPG being played in the same way that some movies produce peaceful and happy feelings, while others leave one in a state of noxious anxiety.

However, let us suppose that some RPGs may result in mental rejuvenation. We might think of such RPG games as something like a spa for the mind; a mental workout, which in the end leaves one refreshed and ready to come back and tackle the problems of the real world with renewed vigor. Those seeking mental rejuvenation would naturally gravitate towards such RPG worlds. Which is not to say that all RPG worlds would provide this effect, but that RPGs in general have the potential to do so. If this is the case then a reasonable argument can be made for the potential, if not actual, usefulness of RPGs along these lines.

RPG As Bread & Circus

The second point, that some portion of the population should and must be offered means of mental escape from life's harsh realities is another possible rational. It may be that mass escapism is a requirement of a healthy society. Thus, for those grinding against a harsh reality in such a way as to cause themselves more harm than good, an alternative is available.  RPGs could be seen as a means by which those who can not directly effect the course of affairs of the world may find an escape from the real-world stress, and for them that may be a valuable service. As such, RPGs may be thought of as merely another form of entertainment, like a TV show, or a movie or a novel.

Conversely, one could dispute this by arguing that if everyone did fully participate in the solving of the issues of our time that we could achieve even greater heights of civilization. In this case, escapism, we would argue, would merely be a means by which the masses could be lulled into complacency and denuded of moral and social vigor. The RPG might be considered a form of mental opium, and the argument for its use, like that of the Bread & Circus of Rome, could be construed as a means by which those in power could seek to keep the masses from actively participating in the real world. While this indeed would be deplorable, it would be no more so than any other form of modern entertainment. In fact, were we to accept this argument, we would have to consider the RPG as merely an extension of already existing forms of Bread & Circus in every form of entertainment we have ever had as a civilization.   That seems absurd, and so I think this argument fails the "reasonable people would agree" test.

However, one could imagine Virtual-Reality Massive Online Role-Playing Games (VR-MORG)s of the not too distant future, which may become so “realistic” and graphically addictive that millions play them in order to escape an otherwise dull or grim reality. A world ruled by techno-elites in which the VR-MORG version of RPGs could be used to produce socio-political lethargy in the masses. Perhaps we are already beginning to see this effect in the players of MORGs already present online. The imagination staggers and quails before a vision of millions upon millions of glassy-eyed VR-MORG addicts wearing their Sense-Around Helmets, completely sedated by a virtual fantasy landscape outside of which they are subjected to the humiliation of utter and hopeless defeat in the real world.   The ultimate in divide and conquer.  There was, actually, a Star-Gate episode I saw that posited this exact scenario.

I think we should all glare in horror at this possibility. Yet it is one possibility that must be noted, accounted for, and summarily terminated before it can take root. Nor does it mean that just because such a possiblity exists that we should eliminate RPGs, as some pessemistic far-thinkers might conclude.  Would it not be preferable to seek to find their benefits and encourage them toward better more life-affirming implementations?  By advancing superior alternatives and conceptions, we could prevent the RPG from evolving in the dread direction.  Naturally, it will be up to game designers of the future to determine how to make RPGs life and civilization affirming, rather than the opposite.

RPG As Mind Enhancing Pursuit

Conversely, this brings us to the third point. What positive gain might be had from the RPG, and how might the RPG be used to advance civilization rather than undermine and destroy it? Before I explore that possibility let’s step back for a few moments and review what the RPG is in essence.

I would argue that children who play Cops and Robbers, or Cowboys and Indians (and presumably in the middle ages, Knights and Knaves, and in ancient times Warriors and Savages, etc), are in fact role-playing, without the name, and without the organization that usually attends a modern, formal RPG. The act of pretending to be, and performing with ones childhood playmates like a Cowboy is in and of itself role-playing. What the RPG does, that Cowboys and Indians does not, is assign specific rules to encounters, provides an adjudication method that resolves the actions, and is more complex in that it also calls for, relative to the imaginary play of children, a certain amount of knowledge, organization, and skill.

Furthermore, I would suggest that games, first and foremost, from a broad sociological perspective, are tools for learning. Even in the animal kingdom we see that games constitute an essential learning tool. Cubs play at hunting, and learn from those experiences. Children play at being Cops and Robbers and learn from those experiences. What children learn by playing Cops and Robbers? Physical skills, social interaction skills, moral lessons, tactics, team play, problem solving, and of course, how to use their imaginations. All of which provides substantial benefits to the individuals and society as a whole.  It is perfectly natural, and we as mammals have been doing exactly this kind of role-playing-for-learning for millions of years. 

But moreover, and foremost, games, and RPGs in particular, enhance the imagination, without which it would be impossible to create new innovations and perpetuate the advance of civilization. By immersing players in imaginary settings and providing them with adventurous problems to solve, RPGs can be used as a tool to teach organizational, social, and moral lessons. Or rather, the very act of playing a well constructed RPG would by its nature teach such lessons. Depending on the quality of the RPG it can combine a great number of games into a cohesive and comprehensive fabric.

RPGs As Morality Play

Furthermore, I would say that utilizing the role-playing aspect of RPGs, it is possible to teach various kinds of moral lessons. These kinds of lessons may best be derived from experimentation in different modes of moral behavior, which may not be within the realm of social acceptance, but would nevertheless be very instructive to the player. The most interesting capability of RPGs in this regard is the use of the (often maligned) Alignment System. The Alignment System, for those unfamiliar with the concept, posits two axis of moral reality, the Good vs. Evil Axis crossed by the Law vs. Chaos Axis. In this case, players are challenged to think along various pathways that might not be typical for them, and it gives them a chance to see what kinds of consequences are attributable to various kinds of moral behaviors.  That knowledge can be invaluable in life.  And it can be learned via a game much more safely than through life experience.

For example, a child might attempt to play a Lawful Good character, only to learn that the desire to be Lawful Good is not the same thing as achieving it, and that in fact it requires much more perseverance and determination than they supposed, but still discover that in the end it is worth the effort. Conversely, someone might play a Chaotic Evil character only to discover that in the end crime indeed does not pay. And so forth. What makes these lessons possible in the safe environment of play is the RPG game system with its rules, adjudication and consequences.

In this way RPGs can teach and enhance a wide range of skills related to morality, civics, team spirit, planning, organization, strategy, tactics and creative-innovation. It is also well known that RPGs of various kinds foster the desire to learn realms of knowledge such as history, economics, mathematics, literature, philosophy, theosophy, and linguistics, among many others.

In fact, one could reasonably argue that the RPG has the potential to do this as no other game in history because the RPG is the most advanced form of game thus far created, fusing as it does disciplines and methodologies from many other games into one. In this sense, RPGs may prove to be the ideal medium by which to teach exceedingly valuable and complex organizational, social and moral lessons. To the degree RPGs succeed in this area is the degree to which civilization would be enhanced by their presence.

In the great scheme of things, small effects in large numbers aggregate into great effects in total. Such may well prove to be the case with well crafted RPGs. The advantages gained by their players in terms of advanced life skills and mental acumen could distinctly outweigh all of the former systems of game-learning combined, thereby producing an even more advanced individual and civilization than we can readily imagine today. We should hope that such an outcome would be available to us. My contention is that we would benefit to make the effort in that direction, and show tolerance (within reason) for the lesser examples and initial disasters which are bound to afflict any new artistic medium.

RPG As New Art Form

Of course, as said, all of these benefits would be contingent on the successful creation of high quality RPGs. And one can compare this to what is involved with the creation of great literature. There are many poorly written books, but we would not wish for that reason to do without the classics that are truly great literature.  Some RPGs will be bad, many in fact, and produce less than stellar results, and poor quality games. It is inevitable and unavoidable. Some, few perhaps, crafted by genius, will be truly magnificent, artistic achievements, which in time the world would not wish to do without.

RPGs are an entirely new technique of game play. They are not themselves either good or bad. Beautiful and magnificent edifices can be created, and we should encourage it. Thus, the RPG can be seen as a new form of art.  One that can produce marvelous, elegant worlds opening the mind to vistas of the imagination hitherto unknown and teaching lessons which otherwise would be much more laborious, difficult and potentially dangerous or impossible to acquire. The number of benefits civilization might acrue from well crafted RPGs would be difficult to determine in advance, but I think it is clear that there are potentially many benefits possible.

I prefer to consider RPGs as a new and fascinating form of art and game-play with fantastic possibilities and potentialities, which our civilization has only just begun to comprehend. Games are one of the measures by which civilizations may be judged, along with artwork, architecture, literature and other mediums of communication and expression. As such, the RPG represents an advancement of the concept of Game, and is among the most complex, enriching and fantastic Game inventions to grace civilization to date, and in that sense is one of the great achievements of modern world. I advocate that we use RPGs wisely, and encourage them to proliferate and prosper.  Only in this way will all of their myriad possibilities be explored and the Great Worlds brought into being for the benefit of those who are fortunate enough to experience them, and our civilization as a whole.

Friday, August 05, 2011

Elthos Guild Classes

I've been tooling around with my Play Testers on the question of Guild Classes, and how much Experience it should take to go up in levels.  I think we've made some great progress on it, and so, as a kind of teaser, I'm going to toss up the Guild Class Configuration Screen from the Elthos RPG "One Die System" Web Application.


In the not too distant future I'm going to ask for Gamesmasters to Beta Test the system.  I have no idea, really, how the application and the rules will be received, but I'm hoping that if people are willing to give it a try that they will find it useful and give it a thumbs up.  The system is mostly geared toward people who would prefer to play with a rules set that is traditional in nature (based largely off of OD&D) and with small numbers to keep the math easy.   The combat and skills resolution system is very easy to work with, and the character generation can probably be described as medium weight in terms of complexity... but there is the Web Application which does all of the heavy lifting, number crunching, and record keeping chores.

And so, there you have it.  Progress is being made, and I'm hoping to make the system available to Beta Testers within the next few months.   If you happen to be interested in becoming a Beta Tester, please drop me a line via the Blog and I'll add your name to the list to be emailed when it's ready.

:)


Sunday, January 27, 2008

First appeal to the Indie Crowd at Story Games

Ok, on the advice of the guys at the Indie Explosion (Independent Game Developers) I put out a call for game testers in the Westchester area. Lets see what comes of that. It would be great to start some focused play testing, at the very least on the ODS system, but also the Mythic Template System as well (not to mention the web application).

Ok, here we go.

You can find my post here:

http://www.story-games.com/forums/comments.php?DiscussionID=5454

Dreamation 2008

Ok, well I had a bunch of schedule conflicts this weekend so I was only able to make it to Dreamation 2008 on Sunday. :(

But it was well worth it to drive to New Jersey, and as a bonus I got to sit in on the Game Design Panel for a second time. That was very interesting and much larger than the one in the summer. A number of people shot the shit about their games and got tons of hard-knuckle feedback, myself included. Overall, I think the reaction to my game was positive, and one item at least was identified as unique to my approach, which was gratifying. I got to hang out with the designers for a while before heading home. Again, I found Luke Crane, John Hicks, Rob Donoghue and the rest of the Indie crowd really high energy, enthusiastic, welcoming, funny, hard-hitting, and fun. I give the experience an A+.

I also got a really great play description about A Wicked Age, btw. We discussed various ways that I might be able to adapt the concept and system for my own way of playing my homebrew system, which the guys were rather enthusiastic about. Adaptation and reuse is a key component of the Indie Scene and encouraged rather than discouraged, which makes it all rather cool. The short version is that it would be possible to utilize components of the game in a variety of ways, and the one that struck me as interesting for my own purposes would be something in the way of using it as the basis for a Social Combat system. I'd have to add a few Wicked Age requisites, and apply the rules in certain circumstances, but it can be done.

The downside of the rules, from what I could gather from the discussion and lots of questions and answers from the guys who played it, and the designer who was hanging out, for *me* (ie - this are downsides only because of my own play biases and not because of any inherent defect in the game itself), is that the game tends to lean towards short term games rather than long term, and it does not really focus on the tactical combat element of the traditional RPG, which is something I happen to be a fan of. I'm with Rich at Overstuffed Dicebag (http://overstuffed-dicebag.blogspot.com/) who in a recent post* pointed out that having a balance between tactics and story is not a bad thing. That said, there are tons of great ideas in the A Wicked Age (the Oracle System is another thing that I think has generic usefulness, potentially), and if I can adapt the elements I like for my own use I certainly will. But first I have
to obtain a copy. The frustrating part was that I showed up without cash, and the ATM at the hotel ran out of money, and the gas station with the ATM the hotel recommended was closed. Bleh. So I couldn't buy anything. And I had a devil of a time getting home, too. But it all worked out in the end.

If you are interested in checking out the game you can look for it here:

http://lumpley.com/wicked.html

I also thought this game showed promise:

http://www.chimera.info/nine-worlds/

But like I said, I couldn't make it this time until Sunday, and so I had no chance to play anything, and little time to browse around. Drat! Well, there's always the summer DexCon.

* http://overstuffed-dicebag.blogspot.com/2008/01/defending-gamist-and-simulationist-play.html

And now back to Elthos Development!


The Elthosian Magican Astro-Tarot Card (late stage draft)

Saturday, August 11, 2007

Elthos Website...

Well, making steady progress on the Website. While it's not really complete yet, and has a few place holders with blurbs rather than information, it does seem to be shaping up nicely.

I'm also going through the Elthos ODS Rules Book and weeding out extraneous stuff, and slimming it down even further. So that's coming along nicely. Soon...

On other fronts: I finished reading "Dogs in the Vineyard" and am not onto "Shadows of Yesterday". These are two Indie RPGs that have gained a lot of popularity in certain circles and so I want to see what all the hubbub is about. I really must say that in the case of DitV it's got a lot going for it. What I particularly like is the scenario development process. The way DitV establishes scenes along psychological and moral lines is intriguing. I am going to consider that methodology and try to genercise it for my game.

I've only just started with SoY so I'm not sure what I think of it yet. However, I did notice at least one thing of interest, in relation to recent discussions on Lessons in the LRPGSW. The Rules for regeneration of Character points is based on doing things WITH someone else (only). There is a reason for this, and I sense that the author has a "lesson to be learned" from that particular mechanic. Hmmm... interesting.

Well, back to work for me. :) Yay.