@NightSkyGames And the problem is exacerbated the further your design is from the "trad" division of roles and relations to game ontology, both diegetic and meta.
"In this game you drive into your problems."
"In this game your stats affect your likelihood of taking narrative control."
etc
@NightSkyGames When talking about CORE/DayTrippers, I get jargony: The "emergent story" will be "character-driven" and "collaborative." Actions generate "prompts" which are "narratively interpreted." The core mechanic is "skittery."
but tbh, i think you have to play it to actually *feel* it.
• • •
Missing some Tweet in this thread? You can try to
force a refresh