From: shiell@operators.its.rpi.edu (Larry Shields)
Newsgroups: alt.games.frp.live-action
Subject: Re: musings upon musings
Date: 26 Jan 93 22:18:12 GMT
Organization: Rensselaer Polytechnic Institute, Troy, NY

In article <9301261621.AA44291@tad.intercon.com> tad@intercon.com (Tad L. J. Pierson) writes:
>> What we try to do in the SIL is twofold.  First, we write the plots so 
>> that actions like sword-swinging aren't the main focus of the game, but 
>> rather that interpersonal skills such as negotiation, trickery, making 
>> allies, etc, are what really get you ahead.  
>
>As a corollary:  it appears that IFGS, like table gaming, puts a slightly 
>higher value on combat over role playing, whereas SIL style gaming (or 
>rather, gamers) avoids combat as it slows down the game.  Also, in SIL style 
>games, when you only have your character for the weekend, you want to 
>maximize his/her life to get the most out of the game.  In "Secrets of the 
>Necronomicon" I made it to 1PM on Sunday, almost a personal best for me, 
>since I usually get gacked sometime late Sat. night. ;-)

    Well, to try and make sure this doesn't sound like a flame, let me just
say that the IFGS doesn't put a 'higher value' on combat.  Its just a part
of the game.  Roleplaying, is still prevelant, even _in_ combat.  I just don't
want people to think the IFGS is a fight, a small chat, more combat, more    
combat, then everyone goes home.  We do value roleplaying very highly, and 
enjoy playing off of others who roleplay well.   
    As someone who has written Con-style games in the past, I agree, combat
is one of the roughest parts of the whole thing.  You want everyone to be 
able to play all weekend, yet you usually have to have some means of combat
resolution for the character who just -must- get rid of another.  Trying to
come up with ways to minimize the combat, so people can get back to the plot
of the game isn't always easy.  

>>To trick them, you 
>> have to really trick them.  No one is going to knuckle under to you 
>> because the script asks them to.  That means that it may be a 
>> trifle tougher to succeed, but it also means that any success you do 
>> have is real success, not tainted by the fact that the GMs planned it 
>> and ensured it.
>
>And brother is it hard!  Even if you have "skills" given to you in game to 
>use, it helps to have a glib tongue.  Generally there are no dice rolls to 
>help you, you need to do it on your own.  Now, you can just flash your card 
>that states your skill and tell someone "Here is what you believe" but it's 
>more fun to try to role play it out.

     True...Its much more fun to actually do the thing than just use the 
ability you have for it, but its always nice to be able to fall back on your
abilities, when all else fails.  I lucked out during one Con-Game I played, 
when I was a reporter trying to spy on a certain faction plotting their
next move.  One spotted me, and I was going to be attacked by several people,
(My character had close to a nil combat ability), so I quickly said, "You
really don't see me.", and had them draw a card from my deck to see if my 
"Hide in Shadows" skill worked.  (Only 2 cards in 13 would save me.) 
Thankfully they drew the right card, and I was able to sneak away, without
getting lynched. Too close a call... =)

-- 
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  "My vision, one nation, one tribe,     # Larry Shields ------- Blackwolf
  one day will come the might to move    # -------- ITS Operator ---------      
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