From: | Bull bull@*******.net |
---|---|
Subject: | Dynamic vs. Static Game Worlds (was RE: SR Narrowing of focus) |
Date: | Mon, 16 Aug 1999 21:27:45 -0400 (EDT) |
>Besides, what's wrong with a fixed world? Our old SR game took place in
>Seattle, wherein our GM ignored every sourcebook that ever came out. It was
>fun. It didn't advance according to SR's timeline, but it was fun.
>
There is not a thing wrong with it, honestly. And SR can easily be played
along those lines. Hell, if nothing else, it really makes buying books a
lot cheaper, since you don;t need anything but the core books.
However, the idea of a Dynamic, ever changing game environment is something
that is becoming more and more popular with game designers and players
alike. It makes you feel like you're a part of something larger. It's a
living, breathing world.
A Static Game World, if you have a semi decent GM, can be a living,
breathing game world as well. But, at the same time, you can;t talk to
someone else playing the same game, and talk to them about events and such
and expect them to know what you're talking about, because suddenly any
events that happen in a game revolve solely around the creativity of your
GM and his imagination.
And frankly, it comes right down to what you want to play.
As I said, the Dynamic world is becoming very popular. Just look at the
new 7th Seas RPG by AEG, or Pinnacles Deadlands, Hell on Earth, and their
new Brave New World RPG. They don't even tell the GM the whole story...
They dole out bits and pices of it, so that the entire game is a campign,
for everyone. You can play with just a part of it and ignore the
"secrets", you can buy the new stuff as it comes out and play along with
the evlolving campaign, or you can simply sit back and wait for the
storyline to play out a bit, then play with what you want.
It's all a matter of chouice and style, my friends :] Enjoy... :]
Bull
--
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