generation games

By Kristina Igliukaite, 11 May, 2020
Publication Type
Language
Year
Publisher
ISBN
978-0-262-08356-0
Pages
45-46
License
MIT
Record Status
Abstract (in English)

Jonathan Tweet explains how, unlike highly narratively structured games such as The Call of Cthulhu, the free-form, character-focused Everway includes a matrix that allows for the creation of coherent characters and productively constrains the otherwise open-ended game-play.

Image removed.

The source is the essay-review on www.electronicbookreview.com written by Jonathan Tweet.

Pull Quotes

Everway is a free-form tabletop fantasy RPG in which players take the roles of heroic figures that travel among countless parallel worlds. Action resolution uses cards drawn from a Tarotlike deck rather than dice. Character stats determine the likely outcome of an action, and the card draw provides a conceptual result that the gamemaster interprets creatively to determine the actual result.

The quote was rewritten directly from the essay.

By Kristina Igliukaite, 11 May, 2020
Author
Publication Type
Language
Year
Publisher
ISBN
978-0-262-08356-0
Pages
41-43
License
MIT
Record Status
Abstract (in English)

Image removed.

Keith Herber discusses how in his "Haunted House" scenario for Call of Cthulhu, characters are driven insane by their attempt to unravel the game's mysteries. Herber's explanation distinguishes his work from many other role-playing games in which the goal is to develop characters and acquire power and/or wealth. In contrast, characters in Herber's scenario are rewarded with mental instability.

The source is the essay-review on www.electronicbookreview.com written by Keith Herber.

Pull Quotes

Image removed.

The original Call of Cthulhu "Haunted House" scenario that appeared in the book Trail of Tsathoggua was written in 1983, when Call of Cthulhu was still a relatively new game and role-playing was still in its early stages. Seeing the light of day in 1981, Call of Cthulhu was unique to RPGs in that it didn't rely on experience points, treasure, or other tangible rewards to induce players to participate. CoC investigators would not find hordes of gold or powerful weapons, nor would they gain fame or respect for their daring exploits. Quite the opposite, in fact. Investigators usually finish adventures in worse shape than they began, with less money, less sanity, and possibly a lowered social standing. Like cats, investigators are driven by curiosity, not by material gain.

The quote was rewritten directly from the essay.