Cantr III

General out-of-character discussion among players of Cantr II.

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Nixit
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Postby Nixit » Sun Jan 08, 2006 10:55 pm

I think the layout of the events screen detracts from the reading. Instead of having to read from bottom up to see events in chronological order, why not flip it?


No, that's silly. When I log on, I don't want to scroll down to the bottom to see what has happened most recently. It's got to be right there.
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Postby Schme » Tue Jan 10, 2006 3:28 am

Russell of Los Angeles wrote:...and with a combat system, I guess I should have mentioned. It wouldn't be freeform roleplay.


Like I say, it's not that kind of game. There are tons of those games. This is not one of them. That's not what people play this game for.

Why make it just another generic redone electric RPG? That would be no good.
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Russell of Los Angeles
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Postby Russell of Los Angeles » Wed Jan 11, 2006 8:23 pm

Schme wrote:
Russell of Los Angeles wrote:...and with a combat system, I guess I should have mentioned. It wouldn't be freeform roleplay.


Like I say, it's not that kind of game. There are tons of those games. This is not one of them. That's not what people play this game for.

Why make it just another generic redone electric RPG? That would be no good.


I don't know what kind of game you think I have in mind. I've said I'd like it to have:

1. a resource system
2. a technology system
3. a combat system

And it already has these things. I've also said I'd like it to be more like:

4. freeform roleplay
5. storytelling

These two are also already present in Cantr to some degree, but I'm dissapointed that the they aren't more readily recognized by the player base. To become "more like" these aspects (it would never strictly be "freeform" with the above rule systems) would not require an overhaul of the game. It would only take more awareness of the freedom and potential players have to develop characters in creative ways.

I agree with you that there are a lot of generic RPGs out there, but I'm not suggestion anything so drastic as to change Cantr into one of them.

Combining elements 1-3 with 4-5 is something that's really difficult to do well. I've never seen a game come as close to doing it as well as Cantr has.
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Russell of Los Angeles
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Postby Russell of Los Angeles » Wed Jan 11, 2006 8:30 pm

Nixit wrote:
I think the layout of the events screen detracts from the reading. Instead of having to read from bottom up to see events in chronological order, why not flip it?


No, that's silly. When I log on, I don't want to scroll down to the bottom to see what has happened most recently. It's got to be right there.


Do you mean that you read events backwards from how they occured in time? Or do you not care to read all events, only the most recent?

For me, I try to read all events, sometimes skimming in busy places if I'm short on time. But even when I skim, it's important to me that I read the events in chronological order because it helps me visualize the events in the context in which they occured.
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Postby Schme » Wed Jan 11, 2006 9:25 pm

Russell, storytelling and role playing must be left up to the players. You cannot force it and no change ever will.

And I think what you're thinking of is co-ordinated RPGs. Well, Cantr isn't and is not supposed to be one of those.

In a normal RPG, you know that your character is on a quest to become king of Ricetown or save the magic button or whatever the hell else.

Cantr is not a game where people co-ordinate to have a specific story told. It's not that kind of game. That is the reason that to do that is against the rules.

You can make a set story game anywhere. Cantr is not one of those.
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Nixit
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Postby Nixit » Wed Jan 11, 2006 10:15 pm

Russell of Los Angeles wrote:
Nixit wrote:
I think the layout of the events screen detracts from the reading. Instead of having to read from bottom up to see events in chronological order, why not flip it?


No, that's silly. When I log on, I don't want to scroll down to the bottom to see what has happened most recently. It's got to be right there.


Do you mean that you read events backwards from how they occured in time? Or do you not care to read all events, only the most recent?

For me, I try to read all events, sometimes skimming in busy places if I'm short on time. But even when I skim, it's important to me that I read the events in chronological order because it helps me visualize the events in the context in which they occured.


I read all of them, but say you are on, and you recently checked like five minutes ago, and then something happens... you have to scroll to the bottom just to read one line. If you are in a conversation even. You wouldn't be able to just type it and enter it, then read it, you would have to scroll down.

Obviously it might be better if there is a lot of events, but it's easily adaptable in my opinion.
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Russell of Los Angeles
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Postby Russell of Los Angeles » Thu Jan 12, 2006 9:29 am

Schme wrote:Russell, storytelling and role playing must be left up to the players. You cannot force it and no change ever will.


Of course. But the setting, characters, and user interface all contribute to invite roleplaying or discourage it. Also, roleplaying is cooperative, so we can help each other to roleplay by roleplaying better ourselves.

Schme wrote:And I think what you're thinking of is co-ordinated RPGs. Well, Cantr isn't and is not supposed to be one of those.

In a normal RPG, you know that your character is on a quest to become king of Ricetown or save the magic button or whatever the hell else.

Cantr is not a game where people co-ordinate to have a specific story told. It's not that kind of game. That is the reason that to do that is against the rules.


I don't think a co-ordinated RPG is what I'm thinking of. And a "normal RPG" is absolutely not what I'm thinking of.

Stories emerge from our characters just as they emerge from real people in real life. Each character's life is a story.

It's been discussed that it's important for good role play that a character have goals. This is fine, but I think many players forget about the character's life as something interesting in and of itself, regardless of the achievement of goals. Some characters are so goal driven that they forget to think, feel, emote. They are always doing but never being.

I know there are other "storytelling" games. But it doesn't take a storytelling game to tell a story.
Schme
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Postby Schme » Fri Jan 13, 2006 2:08 am

True enough, all of that. You're very right.

But that can't be brought about by changes implemented by the owner.
"One death is a tragedy, a million is just statistics."

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Postby swymir » Fri Jan 13, 2006 2:14 am

Russell of Los Angeles wrote:
It's been discussed that it's important for good role play that a character have goals. This is fine, but I think many players forget about the character's life as something interesting in and of itself, regardless of the achievement of goals. Some characters are so goal driven that they forget to think, feel, emote. They are always doing but never being.



We call those bad roleplayers. No offense to them though.
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Postby Joshuamonkey » Fri Jan 13, 2006 6:33 am

What is RPG? :?
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Postby Talapus » Fri Jan 13, 2006 7:11 am

RPG is an acronym (a phrase abreviated into letters), that stands for "Role Playing Game" which is a style of game where the player takes on the role of another person. The traditional example of an RPG would be Dungeons and Dragons, and Cantr fits into that genre as well.
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Postby Joshuamonkey » Fri Jan 13, 2006 9:06 pm

ok
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