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Bangs

When a scene is introduced which requires a choice from one or more of the players. Often, this means that the character's response to a Bang will be an answer to the unasked question posed by the situation (and perhaps a personal answer to the "question" (i.e.: Premise) that lies behind the whole campaign).

"You're a holy knight, and you just met a pack of gnolls looking for a fight" is not a Bang.
"You're a holy knight, and the pack of gnolls you're chasing splits up, one group carrying away your church's holiest reliquary, the other group leading a chain of slaves that includes your sister..." That's a Bang.

Basically, in every sort of play, there has to be some punchy moment for the player in terms of decision-making. Simply "playing the character" in terms of making up their dialog really isn't enough to play out a game. Depending on what the player wants from a game, there are different ways to deliver these moments of choice to them.

  • Gamism: the player has some choice or choices that affect how well their character does. So the character's success is the player's success.
  • Simulationism: the player has some choice that makes the world seem more "real." That might be chosing which path to take, and discovering A and not discovering B.
  • Narrativism: the player has some choice to make that either alters their character, or at least the player's understanding of the character, and which takes the story in a new direction as a result. [1]

See also Kicker.

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Page last modified on August 02, 2005, at 05:25 PM by DoyceTesterman

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