Autor Thema: Designernotes von Stolze und Tynes  (Gelesen 1931 mal)

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wjassula

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Designernotes von Stolze und Tynes
« am: 25.05.2005 | 23:19 »
Bin ich jetzt der Letzte, der auf das hier stösst  ???

http://www.rpg.net/oracle/essays/uadesign.html

Die beiden Masterminds erzählen, wie sie sich UA ausgedacht haben....
Leider sind die frühen Kurzgeschichten, die im Text verlinkt sind, nicht mehr erreichbar. Trotzdem sehr, sehr cool zu lesen.

"
Zitat
for some time I'd been growing more and more disgusted with most roleplaying games, and specifically with the ways in which they rationalize and justify acts that are not only criminal and callous in real life, but that most inhabitants of the fictional worlds would probably find criminal and callous as well, to varying degrees. Back when TNI was a comic-book project, I'd been debating creating what would in effect be the Pulp Fiction roleplaying game: a game where you played hit men, drug dealers, and other street-level criminals involved in organized crime. Over time you could expand your crew, rise in power and status, and do all the other things common to RPGs. But instead of killing orcs or vampires or cultists and looting their bodies, you'd be wacking delinquent junkies or criminal rivals and stealing their cash and stash. The point was to strip away all the genre conventions and expose the anti-social activities common to most RPGs for what they were: lawless violence against those who are somehow different from you. Instead of creating this game, I wrote the metagame Power Kill-and I also had a response to Greg's concerns about TNI focusing on venal scumbags. I wanted to focus on the reasons people go after power, and to deal credibly with the ramifications of those reasons. Whether the characters in TNI were admirable or horrifying would be up to the players to resolve.

GS: I think it was around this time that I got a bee in my bonnet about humans being the primary movers and shakers in UA. In most games, especially horror games, humans are kind of limp. They're not responsible for any of life's crap because they're not powerful enough to make it crappy. In Call of Cthulhu, people are cosmic accidents. True, so is everything else, but we're particularly small cosmic accidents. In the World of Darkness, things are smaller in scope but people are still either meal tickets or patsies. This is common enough in horror settings because powerlessness is horrifying. But responsibility can also be horrifying, and that was the tack we decided to take with UA. Think life's sucky? Well pal, you're the author of your own misfortunes. You did it. You can't foist this one off on some malevolent supernatural entity, because we're the malevolent supernatural entities.

Offline Tom

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Re: Designernotes von Stolze und Tynes
« Antwort #1 am: 26.05.2005 | 11:19 »
The Course of Winter findest du hier: http://www.atlas-games.com/pdf_storage/coursewinter.rtf und für Ghosts: The Straight Dope ist hier der richtige Link: http://www.atlas-games.com/pdf_storage/ghosts.rtf
« Letzte Änderung: 26.05.2005 | 11:21 von Tom »
It almost seems like the old spirit of the night, from my childhood has gone missing.

"Play the spirit of the game, not the rules"  
-Robin D. Laws

Hoarfrost

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Re: Designernotes von Stolze und Tynes
« Antwort #2 am: 26.05.2005 | 11:56 »
Bin ich jetzt der Letzte, der auf das hier stösst  ???

RPG.net gelesen, was?  ;)

Soweit ich mich erinnere, lag dieser Text (zusammen übrigens mit den Kurzgeschichten) auf der alten Homepage von John Tynes - der, wo er auch die ganzen Photos, die man in der ersten UA-Edition auf den Innenseiten der Cover findet, gesammelt hatte. Keine Ahnung, ob's die Seite noch gibt, ich bin bestimmt seit einem Jahr nicht mehr dahingesurft...

wjassula

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Re: Designernotes von Stolze und Tynes
« Antwort #3 am: 26.05.2005 | 12:51 »
Vielen Dank, Tom  :). Wusste ich doch, dass ihr das schon wusstet...

@hoarfrost: Ja. Selten, aber doch.  ;)