jewelfox: A portrait of a female anthropomorphic fox, with a pink jewelled pendant and a cute overbite. (Default)

So, question!

Which should we emphasize for this game: Sci-fi action-adventure or transhumanist interpersonal drama?

Because we could go either way, and it'd be completely valid. I just want to know how much of each thing you'd want to see in the game. Like, in the inspirations thread I showed you, Sword of the Stars is space opera, SotS: The Pit is a slightly goofy roguelike, and SOMA is horror, while Analogue and Hate Plus are largely about drama but have horror elements and action-y things in them. Like the reactor sequence in Analogue, and *Mute's security forces in Hate Plus (who never actually fight anyone that I recall but carry weapons and get into some tense situations).

If it were up to me, personally, I'd probably make it more action-y than Analogue / Hate Plus but still keep the focus on (inter)personal drama. Sort of like how my Analogue adapt began with a space dungeon crawl and hit its climax with a microgravity fight scene (srsly), but the meat of the story was about societies and relationships, and there was a separate ending to resolve a romantic subplot.

What do you all think? (And if you haven't posted in the intro thread yet, please do!)

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Date/Time: 2015-10-16 09:01 (UTC)Posted by: [personal profile] sablin27
sablin27: (Default)
Unless we're sketching out beforehand where we want the drama to go, I'd find it easier to foreground the things a group needs to achieve together and let the personal and inter-personal stuff develop on its own. We have quite a few issues to deal with.
Date/Time: 2015-10-16 14:25 (UTC)Posted by: [personal profile] redsixwing
redsixwing: Red-winged angel staring at a distant star. (Default)
^
This is a really good point.

I like a helping of both - drama AND action.

Prior experience with PBP suggests that the action will need more planning, and more pushing, than the drama - that part will come as characters bounce off of one another. *s*
Date/Time: 2015-10-16 23:57 (UTC)Posted by: [personal profile] kaesa
Seconding what others have said, although I've also gotten great action/adventure consequences out of interpersonal drama. If we keep things flexible they can feed off each other really well! And if drama seems like it's going to have an adverse effect on action, or vice versa, I assume we can go OOC and say "Hey, I don't know if this discussion between Alice and Bob about gardening should keep going, because Alice really hates ferns, and we need her calm and cheerful if she's going to be any use helping Bob defeat the radioactive ghosts"?
Date/Time: 2015-10-17 01:22 (UTC)Posted by: [personal profile] blackswanseer
Agreed with what everyone has said. And I really like your point, kaesa, about going to OOC when needed. I've seen too many people drive dramatic scenes no one was enjoying any longer to the bitter end, rather than hash it out as players.

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